Mod Update - Live on Android (9/9). Presumably following on iOS and Steam shortly
As always, this is a preview of the upcoming patch and things may shift before it is released. As well, please use the provided character specific threads for discussion of changes on specific characters. This thread naturally is the perfect place for more generalized talk of the character changes.
PLEASE NOTE: We are planning on making R60 a required update immediately after release so that all players are utilizing the same updated character roster. The current ETA for the patch is unknown until it is approved by first parties, but we are anticipating the patch to go Live no later than 9/5.
Gameplay
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- Fixed a couple methods by which players could have Team-Ups equipped despite those characters being on their or the enemy teams
- Countdown tiles placed by Team-Up abilities will no longer be cleared when a character is downed
- Team-Up selections are now remembered across battles if they were unused in a battle
- Fixed an issue where Boosts were sometimes not being remembered across battles
- Fixed an issue where using Sell All with large numbers of covers in the Comic Cache would crash the game
- Train button in roster management glows when you have enough Iso-8 to level the selected character.
- Fixed an issue where, if you had multiple identical Team-Ups and equipped one, the others would also appear equipped in the Team-Up inventory.
- Improved description of how to gain Deadpool Points
UI
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- Fixed instances of flickering and fading on opening some UI screens such as the Character Info Panel in battle
- Updated the Title screen
Character
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- Captain Marvel’s Energy Absorption now properly displays AP gain when used by the enemy
*** Daken (Classic) ***
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- Changed color strengths from Black/Green/Purple to Black/Purple/Blue to match ability colors
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Updated abilities for better balance
Old-
Pheremone Rage - Purple Passive
(PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board with a strength of 11.
Level Upgrades
Level 2: +10% Strike tile strength
Level 3: +15% Strike tile strength
Level 4: +15% Strike tile strength
Level 5: Creates 2 Strike tiles at 90% base strength.
Max Level: 2 Strength 68 Strike tilesNew
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Pheremone Rage - Purple Passive
(PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board with a strength of 11.
Level Upgrades
Level 2: 13 Strike tile strength
Level 3: 15 Strike tile strength
Level 4: 20 Strike tile strength
Level 5: Creates 2 Strike tiles strength 14.
Max Level: 2 Strength 46 Strike tilesOld
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Healing & Heat - Black Passive
(PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 8 Blue tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead.
Level Upgrades
Level 2: Heals 5% per turn.
Level 3: 7 Blue tiles to avoid “Heat”.
Level 4: Heals 7% per turn.
Level 5: 6 Blue tiles to avoid “Heat”.
Max Level: Heals 476HP/“Heat” 204 damageNew
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Healing & Heat - Black Passive
(PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 9 Blue tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead.
Level Upgrades
Level 2: Heals 5% per turn.
Level 3: 8 Blue tiles to avoid “Heat”.
Level 4: Heals 7% per turn.
Level 5: 7 Blue tiles to avoid “Heat”.
Max Level: Heals 476HP/“Heat” 204 damage
Chemical Reaction - Unchanged
** Daken (Dark Avengers Wolverine) **
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- Changed color strengths from Green/Black/Purple to Black/Purple/Blue to match ability colors
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Updated abilities for better balance
Old-
Pheremone Rage - Purple Passive
(PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board.
Level Upgrades
Level 2: +10% Strike tile strength
Level 3: +10% Strike tile strength
Level 4: +20% Strike tile strength
Level 5: Creates 2 Strike tiles at 90% of base strength.
Max Level: Creates 2 Strike tiles at 28 strength.New
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Pheremone Rage - Purple Passive
(PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board of strength 5.
Level Upgrades
Level 2: 6 Strike tile strength.
Level 3: 7 Strike tile strength.
Level 4: 8 Strike tile strength.
Level 5: 9 Strike tile strength.
Max Level: 46 Strike tile strength.Old
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Healing & Heat - Black Passive
(PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 8 Yellow tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead.
Level Upgrades
Level 2: Heals 4% per turn.
Level 3: 7 Yellow tiles to avoid “Heat”.
Level 4: Heals 5% per turn.
Level 5: 6 Yellow tiles to avoid “Heat”.
Max Level: Heals 196HP/“Heat” 117 damage.New
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Healing & Heat - Black Passive
(PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 9 Blue tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead.
Level Upgrades
Level 2: Heals 4% per turn.
Level 3: Heals 5% per turn.
Level 4: 8 Blue tiles to avoid “Heat”.
Level 5: 7 Blue tiles to avoid “Heat”.
Max Level: Heals 196HP/“Heat” 117 damage.New
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Chemical Reaction - Blue 5 AP
Daken springs a trap, but his addiction to “Heat” threatens to push him over the edge. Damages the target for 100, converts two 2 Blue tiles to Green, and converts up to 2 friendly Strike tiles to basic tiles, doing 50 damage per Strike tile converted.
Level Upgrades
Level 2: Increases cleared Strike tile damage to 54.
Level 3: Increases cleared Strike tile damage to 58.
Level 4: Converts up to 3 Strike tiles.
Level 5: Up to 4 friendly Strike tiles converted for 73 damage.
Max Level: 515 base damage, 373 per strike tile, up to 4.
** Hawkeye (Modern) **
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- Raised base health by 17%
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Altered abilities for better balance
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Electric Arrow - Blue 10 AP
Hawkeye shoots a charged arrow, placing a Blue Countdown tile on the board. It activates after 4 turns, dealing 200 to the current target and stunning them for 2 turns.
Level Upgrades
Level 2: Stuns enemy for 3 turns.
Level 3: Reduces countdown to 3 turns.
Level 4: Stuns enemy for 4 turns.
Level 5: Reduces countdown to 2 turns.
Max Level: 2456 damageNew
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Electric Arrow - Blue 9 AP
Hawkeye fires an arrow that delivers a high-voltage electric shock when it hits. Changes a chosen basic Blue tile into a 3-turn Countdown tile. When it activates, stuns the target for 2 turns and reduces enemy AP in a random color by 4.
Level Upgrades
Level 2: Reduces enemy AP in a random color by 6.
Level 3: Reduces enemy AP in two random colors by 4 each.
Level 4: Creates a 2-turn Countdown tile.
Level 5: When it activates, stuns the target for 3 turns.Old
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Blast Arrow - Red 10 AP
Hawkeye shoots an explosive arrow, placing a Red Countdown tile. After 4 turns, it deals 120 damage to all enemies.
Level Upgrades
Level 2: +25% damage.
Level 3: Reduces countdown to 3 turns.
Level 4: +25% damage.
Level 5: Reduces countdown to 2 turns.
Max Level: 1645 damageNew
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Blast Arrow - Red 9 AP
Clint lines up the perfect shot. When it hits, it creates a massive explosion. Changes a chosen basic Red tile into a 4-turn Countdown tile. When it activates, deals 200 damage to all enemies.
Level Upgrades
Level 2: 221 damage.
Level 3: Reduces countdown to 3 turns.
Level 4: 238 damage
Level 5: Reduces countdown to 2 turns.
Max Level: 1225 damageOld
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Avoid - Purple Passive
(PASSIVE) If there are more than 8 Purple tiles on the board, Hawkeye leaps out of the way of attacks, moving to the back of the team.
Level Upgrades
Level 2: Requires 7 Purple tiles.
Level 3: Requires 6 Purple tiles.
Level 4: Requires 5 Purple tiles.
Level 5: Requires 4 Purple tiles.New
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Speed Shot - Purple Passive
(PASSIVE) Hawkeye nocks multiple arrows and lets them fly. Is on now, bro. Whenever you match 5 or more tiles, converts up to 3 Purple tiles to 3-turn Countdown tiles that deal 154 damage when activated.
Level Upgrades
Level 2: Each arrow deals 169 damage.
Level 3: Each arrow deals 183 damage.
Level 4: Places 4 Countdown tiles.
Level 5: Places 2-turn Countdown tiles.
Max Level: 947 damage per arrow
*** Magneto (Classic) ***
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Altered abilities for better balance
Old
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Magnetic Field - Blue 9 AP
Magneto summons an electromagnetic shield, turning 2 chosen tiles into Blue Protect tiles, each with a strength of 9.
Level Upgrades
Level 2: Costs 1 AP less.
Level 3: Costs 1 AP less.
Level 4: Costs 1 AP less.
Level 5: Costs 1 AP less.
Max Level: Damage reduced by 59 per Protect tileNew
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Coercive Field - Yellow 9 AP
The air crackles as Magneto creates a force field of magnetic energy to protect his allies. Converts 6 random basic color tiles into strength 11 Protect tiles.
Level Upgrades
Level 2: Can convert enemy Protect, Strike and Attack tiles.
Level 3: Converts 8 tiles.
Level 4: Converts 9 tiles.
Level 5: Creates strength 17 Protect tiles and can now also convert enemy Countdown tiles.
Max Level: Creates 9 Strength 53 Protect tilesOld
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Magnetized Projectile - Red 6 AP
Magneto propels magnetized projectiles at his enemies destroying 5 random tiles and dealing an extra 21 damage.
Level Upgrades
Level 2: Costs 1 AP less.
Level 3: Costs 1 AP less.
Level 4: Costs 1 AP less.
Level 5: Costs 1 AP less.
Max Level: 133 extra damageNew
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Polarizing Force - Red 8 AP
Magnet hurls a massive metal object towards the heart of the enemy team, landing with tremendous force and causing them to scatter. Destroys all Team-Up tiles, dealing 27 damage per tile. Does not generate AP.
Level Upgrades
Level 2: Deals 43 damage per tile.
Level 3: Deals 49 damage per tile.
Level 4: Deals 59 damage per tile.
Level 5: Deals 81 damage per tile.
Max Level: 261 damage per tileOld
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Magnetic Translocation - Purple 10 AP
Exploiting metals buried in the earth, Magneto lifts and moves huge sections of the battlefield, dropping them violently. Swaps up to 5 random Blue tiles with Red tiles. Does 38 damage for each swap.
Level Upgrades
Level 2: Swaps up to 6 tiles.
Level 3: Swaps up to 7 tiles. Max damage 457 per swap.
Level 4: Swaps up to 9 tiles. Max damage 640 per swap.
Level 5: Swaps up to 13 tiles. Max damage 745 per swap.New
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Magnetized Projectiles - Blue 10 AP
Magneto turns metallic objects into deadly projectiles, causing devastation and chaos. Swaps up to 5 random Blue tiles with Red tiles. Does 93 damage for each swap.
Level Upgrades
Level 2: Does 126 damage for each swap.
Level 3: Swaps up to 6 tiles.
Level 4: Does 169 damage for each swap.
Level 5: Swaps up to 7 random tiles and does 224 damage for each swap.
Max Level: 713 damage per swap. Max damage of 4991.
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**** Wolverine (X-Force) ****
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- Changed color strengths from Green/Red/Yellow to Black/Green/Yellow to match new ability colors
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Altered abilities for better balance
Old-
X-Force - Green 15 AP
Wolverine shreds, creating a 3x3 X-shaped pattern of Strike tiles centered on the selected tile’s location. Only transforms basic color tiles.
Level Upgrades
Level 2: 5x5 slash.
Level 3: Also affects Strike and Protect tiles.
Level 4: 7x7 slash.
Level 5: Affects all tile types.
Max Level: Damage increased by 15 per Strike tileNew
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X-Force - Green 8 AP
Wolverine unleashes his berserker rage, cutting with his adamantium claws. Deals 164 damage and destroys 5 tiles in a 3x3 X-shaped pattern. Does not generate AP.
Level Upgrades
Level 2: Deals 465 damage.
Level 3: Destroys 9 tiles in a 5x5 X-shaped pattern.
Level 4: Deals 1030 damage.
Level 5: Deals 1731, then destroys 15 tiles in three 3x3 X-shaped patterns.
Max Level: 3441 damageOld
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Enraged Slash - Red 15 AP
Wolverine slashes the enemy, dealing 420 to the current target and shredding the selected tile’s row.
Level Upgrades
Level 2: +25% damage
Level 3: Slashes rows above and below the selected tile instead of one row.
Level 4: +25% damage
Level 5: Slashes three rows centered on the selected tile.
Max Level: 2313 damageNew
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Surgical Strike - Black 11 AP
Wolverine attacks with ruthless precision, crippling his enemy’s ability to retaliate. Destroys every tile in the enemy team’s strongest color, dealing 32 damage per tile. Does not generate AP.
Level Upgrades
Level 2: Deals 87 damage per tile.
Level 3: Deals 137 damage per tile.
Level 4: Also reduces enemy AP in their strongest color by 10.
Level 5: Deals 265 damage per tile. Destroyed tiles now generate AP.
Max Level: 522 damage per tileOld
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Recovery - Yellow 10 AP
Wolverine starts the process of regeneration. Creates a 5 turn Countdown tile that heals 420 damage, and another 42 for every yellow AP.
Level Upgrades
Level 2: Reduces countdown to 3 turns.
Level 3: +20% base heal.
Level 4: +40% base heal.
Level 5: +300% base heal. Increases countdown to 7.
Max Level: Heals 4626HP and additional 153HP per yellow APNew
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Recovery - Yellow 9 AP
Wolverine’s healing factor repairs his wounds, and he ferociously lashes out if interrupted. Places a 3-turn Yellow Countdown tile that heals for 1187 damage when activated. If the Countdown tile is matched, Wolverine destroys 6 random tiles, dealing 32 damage per tile. Does not generate AP.
Level Upgrades
Level 2: Heals Wolverine for 1662 or deals 45 damage per tile.
Level 3: Heals Wolverine for 2137 or deals 58 damage per tile.
Level 4: Heals Wolverine for 3086 or deals 83 damage per tile.
Level 5: Heals Wolverine for 4985 or destroys 9 tiles and deals 83 damage per tile.
Max Level: Heals for 9989 or destroys 9 tiles and deals 164 damage per tile.
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