March 22nd
COTLI: Introducing Mme. Finklebottom's Revenge 

It's been a long time, but a new campaign is finally ready to enter the arena. Are you up to the challenge? If you remember the Idols Through Time campaign and the nefarious deeds of Dr. Finklebottom, well, his relative is now out for revenge!

Today are introducing an all-new campaign: Mme. Finklebottom's Revenge!

A mysterious invitation and a deadly manor start your Crusaders on a path up a treacherous mountain. Can you survive this plot for revenge? Are you ready to face never before seen terrors?

Included in this launch are eight Tier 1 objectives for the campaign as well as the Free Play, as well as some all-new monsters!

  • Getting to Know You Beat area 500 on the Mme. Finklebottom's Revenge campaign. Must have 250,000 Idols to start it.
    Rewards: 350 Rubies and unlocks the additional objectives as well as the Free Play.

  • The Journey of the Ring Escort some timid heroes to area 600. They occupy slots in formation and move every 50 areas.
    Rewards: 350 Rubies

  • Hit the Open Road Beat area 650.
    Rewards: 350 Rubies

  • Call in the Eagles! Beat area 650 with 3 pesky Eagles in the formation. The eagles have been called upon so often, they're not sure they want to help you any more. Special Bird Seed monsters spawn and cause the eagles to either debuff or buff your formation. Must have completed Hit the Open Road to start it.
    Rewards: 400 Rubies

  • Let's Dial In Beat are 650 while protecting an Astronomy Arch in your formation. Every so often, the arch causes special monsters to spawn and attack your formation.
    Rewards: 400 Rubies

  • It's the Climb Beat area 700 with a pesky female country singer taking up a spot in your formation and causing your DPS to fluctuate.
    Rewards: 400 Rubies

  • It's Getting Hot in Here Beat area 700 with a portable volcano occupying a spot in your formation. Every 200 monster kills, the volcano will erupt and buff your formation with a random buff.
    Rewards: 400 Rubies

  • The Long and Winding Road Beat area 1000.
    Rewards: 450 Rubies

We hope you enjoy this update to the game! Good luck!
January 25th
BW2: Generation 10 Pets are Here! 
Posted in Bush Whacker 2.

Gotta find 'em all! A new selection of cute and skittery critters are now available to be your companions!

Those weirdly random abandoned eggs scattered all over Bushwhackia have been switched up and all new pets are ready to hatch when you accept the "Find an Egg" quest from Misty. She will also have all the Generation 10 eggs available to purchase for Bush Bucks during the "Find an Egg" quest.


Other changes to Misty and Hank for Generation 10:
  • Misty will no longer let players abandon Gen 9 pet eggs that they are hatching (they're now too rare). Only current generation pet eggs can be abandoned during hatching. Please note that if you're in the middle of hatching a pet, then that egg will still hatch into whatever pet it would have been before.

  • Generation 9 pet eggs can now be found in Quester's Satchels (with the same limitations as the Generation 1, 2, 3, 4, 5, 6, 7, and 8 eggs, which will still be available in satchels as well.)

  • Hank now sells a random assortment of hatched level 1 Generation 10 pets (instead of Generation 9) for Bush Bucks in his pet store.

PAGAS changes for Generation 10:
  • Generation 10 pet eggs are available to buy with DNA in the PAGAS store, once you have hatched at least five (5) Generation 10 pets.

  • The Pet Progress dialog now includes Generation 10 pets. Another 10 new pets that all players can unlock!


And now, without further ado, the information you've all been waiting for:

Generation 10 Pets:
  • Squid
  • Dodo
  • Tarantula
  • Lemur
  • Leopard
  • Black Widow Spider
  • Mosquito
  • Brad
  • Penguin
  • Beester
Comment on the new additions on the forum!
January 11th
BW2: Celebrate Nate's Birthday Event, 2019 Edition! 
Posted in Bush Whacker 2.

Happy Birthday Nate!

It’s that time of year again! Help celebrate Nate Dragon’s birthday by decorating the Commons for him....because no one else will.

First and foremost, whenever Nate is involved, safety becomes a priority. Find Safety Coins in the bushes and bring them to the stations in the Commons to stock up on protective gear. Turn in 10 coins at each station 50 times for an achievement. You can see the number of turn-ins you've completed at a station when you turn in a set of coins. The Kevlar Pad station is there on the first day of the event, and the Fire Extinguisher and Band Aid stations will unlock as the event goes on.

Then it seems Nate needs decorations and activities to set up in the Commons. Go out daily and find things for his party. Have fun trying out the activity stations as many times as you want!

If you're trying to get Tiny Little Arms or Just Like Nate achievements, or if you just want to have a little fun, you need to be wearing all pieces of the Dragon gear or the Nate outfit (available from the vendor's Bush Bucks store if it's your first time playing this event) while completing the 4 party Stations: Dynamite Activity, Campfire Activity, Digging Activity and the Training Whacking Activity.

If you've built the Town Hall, you can expect an fiery visitor to the party as well!

New for 2019:

We've added a new challenging quest unlocking as the event goes on, involving an amulet.

And introducing the 100% reward for this year: Carnival Creatures! Check out the draconian Nate themed one below!



Event Achievements - POSSIBLE SPOILER ALERT!!

There are a total SEVENTEEN possible Achievements to earn in the Nate’s Birthday 2019 event:

Achievements Returning in 2018:

Safety First - You completed a turn-in at each of the Safety Stations.
Safety Inspector - You completed 50 turn-ins at each of the Safety Stations.
Without a Hitch - You helped Nate with all of his Birthday quests!
Neverending Supply - You completed all 4 of the Birthday event daily quests 3 times.
Firefighter - You put out a fire and saved a building in the Commons! [Requires the Town Hall built]
Dragon Slayer - You scared off a dragon and saved the Commons!
Surprise Explosions! - You helped organize a surprise party for Nate.
A Heroic Gift - Help Natalie make Nate look like a hero for his birthday.

Added/Changed for 2018:

Nate-Nacs - You bought all the 2019 Nate's Birthday event items!
Cursed Cubes! - You removed the red cube curse!

We have 7 achievements from previous year's events, which may be earned by spending some Bush Bucks, if a player was not present during the initial year:

Nate's Treasures - You bought all the 2018 Nate's Birthday event items!
Birthday Souvenirs - You bought all the 2017 Nate's Birthday event items!
Nate's Finer Things - You bought all the 2016 Nate's Birthday event items!
Nate's Stash - You bought all the 2015 Nate's Birthday event items!
Tiny Little Arms - You bungled each activity station while dressed like a Dragon
Nate's Inventory - You bought all the 2014 Nate's Birthday event items!
Just Like Nate! - You bungled each activity station while dressed like Nate.

*The mini-golf piece is not included in the Nate Nacs achievement, and therefore it is not required to purchase it.

Pet Packs:

It's dangerous to go alone, so you should have a friend! Check our newest sidekicks for you to consider:

2019 Pet Packs --> COMING SOON!!



This event runs until Friday January 25, 2019 @ Noon PST (8pm UTC).

Post your thoughts and feedback here!
December 12th, 2018
BW2: Christmas Time Is Here! Christmas Event 2018 
Posted in Bush Whacker 2.

'Tis the Season for Giving!

Get into the giving mood of the holiday season by tackling the Bushwhackia Christmas event.

You'll want to get started by heading to the event area in the Commons to meet up with the stranded elf and help him fix his teleporter. (It's delicate, OK?) Once you've got it operational, you'll be able to make the journey far to the North Pole where you'll find a bevy of characters who need your special skills to make the holiday celebrations work!

Your primary task will be helping the elves make presents by bringing them Candy Canes (that you find in bushes), but there is a veritable smorgasbord of holiday related quests to complete as well. All of these quests will unlock over the course of the event, with the last ones unlocking on Christmas Day.

Once you've found reindeer chow for the poor reindeer, then you can help out Santa by delivering a present to a random house daily.

New for 2018:
This year's update includes: a new Christmas tree for your ranch received from completing the Decorate Tree quest; a new Snowman companion from the Build a Snowman quest; another custom item for ice fishing; 4 new quests that unlock on Dec 22nd; and more!

Presents all Around!!

Like all other events in 2018, once a day, if you have excess tokens, you can send a Present to a friend! These presents will contain a random amount of gold, energy, mana, power and come with some other treats as well. If you want to send more presents in a day, it will cost you a few Bush Bucks. Talk to Sasha in the North Pole to learn more!


Sasha has the power to gift your friends!


Event Achievements - POSSIBLE SPOILER ALERT!!

There are a total of TWENTY-FOUR possible Achievements to earn in the Christmas 2018 event:

Achievements Returning in 2018:
Apprentice Elf Helper - You've been responsible for at least one present!
Journeyman Elf Helper - You've been responsible for at least 20 presents!
Professional Elf Helper - You've been responsible for at least 50 presents!
Expert Elf Helper - You've been responsible for at least 50 presents from each Elf!
Santa Man - You've delivered a present to someone's house!
Diverse Santa - You've delivered a present to several houses!
Schoolyard Victor - You won 5 snowball fights!
Reindeer Herder - You've saved the reindeer 5 times!
Yay! Presents - You've opened a present from the Developers!
12 Days of Bushmas - You completed all 12 days of Bushmas!
Christmas Savior - You've helped all the citizens in need at the North Pole!
Snow-ho-ho! - You built yourself a snowman!
Well-arranged Caroling - Find all the special arrangements of famous Christmas carols. Sweater Weather - Buy one of Mrs. Claus' specialty sweater weather.


Added/Changed for 2018:
Boxing Day - You purchased all the Christmas 2018 items!*
Perks of the Job - You lifted an (Elf gnome) from the secure house.
Grumpy Cocoa - You helped fix Grumpus a hot cocoa!


We also have 8 achievements from previous year's events, which may be earnable by spending some Bush Bucks, if a player was not present during the initial years:

Santa Santa - You're practically Santa! (deliver a present while dressed as Santa)
Materialist - You bought all the 2012 Christmas things!
Reverse Grinch - You've delivered a present dressed as a Grinch!
All The Toys - You bought all the 2013 Christmas things!
No Returns Allowed! - You bought all the 2014 Christmas items!
Season of Shopping - You purchased all the Christmas 2015 items!
Winter Solstice Souvenirs - You purchased all the Christmas 2016 items!
The Gift of Getting - You purchased all the Christmas 2017 items!*


* The Christmas Mini Golf piece is NOT included in the Boxing Day achievement, and therefore it is not required to purchase it.

Note: The achievements Reverse Santa, Reverse Santa 2.0, Napping Nate Nabber, The Gift of Taking, and Naughty Nabber are not available during the 2018 event.

Pet Packs:

New 2018 Pet Packs:



COMING SOON! Keep an eye out for the sale pop-up!

Other Pets available**:

2012 Reindeer - The pet for getting 100% in the 2012 Christmas Event (available for Bush Bucks.)
2013 Reindeer - The pet for getting 100% in the 2013 Christmas Event(available for Bush Bucks.)
2014 Reindeer - The pet for getting 100% in the 2014 Christmas Event(available for Bush Bucks.)
Snowman - Earned for completing a specific quest in this event.

** Note that these four pets start out as ranch items only, and can be converted to real pets by talking to Hank the Farmhand in the Commons (once you've built the stables)

Share the holiday spirit on the forums!

The Christmas event will run until Monday December 31st at Noon PST (8pm GMT.)
December 6th, 2018
COTLI: The Newfound Talent Update 

This skill! This innate competence! Could it be... Talent? Your Crusaders have awakened a bevy of new powers that will send monsters packing - and get you the Idols you crave.

Open up the Talent window to browse 8 all-new Talents, all affordably within the existing tiers. We've also made changes to a couple of existing talents, Speed Runner and Bonus Training. Check out the Change Log for more details!

New Talents

Super Clicks



Increases base Click damage by
200% per level.

Requirements:
  • Costs 50 Idols for the first level.
  • Must have completed Area 150 in any Campaign.
  • Has 25 levels.


Task Mastery



Increases the Click damage of Taskmasters by 5% per level.

Requirements:
  • Costs 100 Idols for the first level.
  • Must have completed Area 300 in any Campaign.
  • Has 20 levels.


Nurturing



Increases the number of Crusader levels that Taskmasters purchase with each click.

Requirements:
  • Costs 1000 Idols for the first level.
  • Must have completed area 300 in any Campaign.
  • Has 20 levels.


Higher Magnification



Additively increases the effect of
Magnify by 5% per level.

Requirements:
  • Costs 2000 Idols for the first level.
  • Must have completed Area 600 in any Campaign.
  • Has 10 levels.


Speed Runner



UPDATED: Decreases the duration of missions by 2% per level.

Requirements:
  • Costs 1000 Idols for the first level.
  • Must have completed Area 600 in any Campaign.
  • Has 10 levels.


Synergy



Multiplicatively increases the DPS of all Crusaders by 3% per level for each other Crusader with whom they share at least one tag (excluding gender and event tags).

Requirements:
  • Costs 300 Idols for the first level.
  • Must have completed Area 600 in any Campaign.
  • Has 15 levels.


Head Start



Provides 2500 event tokens at the beginning of every special event.

Requirements:
  • Costs 10000 Idols for the only level.
  • Must have completed Area 600 in any Campaign.


Golden Age



Increases the DPS of all Crusaders by 1% per level of the Gold bonus provided by Crusaders.

Requirements:
  • Costs 7500 Idols for the first level.
  • Must have completed Area 900 in any Campaign.
  • Has 50 levels.


Kilo Leveling



Multiplies the Crusaders' damage for every 1000 levels they have.

Requirements:
  • Costs 500,000 Idols for the first level.
  • Must have completed Area 900 in any Campaign.
  • Has 5 levels.


Bonus Training



UPDATED: Increases the max level of Crusaders by 25, starting from the first bench seat. Each level adds another seat, while increasing the max level of previous seats by a further 25.

Requirements:
  • Costs 225,000 Idols for the first level.
  • Must have completed Area 1500 in any Campaign.
  • Has 29 levels.


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!
November 2nd, 2018
BW2: New Content: Salt Desert Part 2! 
Posted in Bush Whacker 2.

Hi Whackers!

The salt desert is hot and dry. The train graveyard and bridge to nowhere are really creeping you out. Does the company name on the trains mean anything? And what new mysteries await you on the other side of the chasm?

If you've completed The Train Graveyard from Part 1 of the Salt Desert to 100%, you can resume your journey. Head back to the Caustic Chasm to start repairing the bridge using bushes in the Train Graveyard or the Secret Bonus Areas!

The Desolate Salt Desert content area update includes:
  • 3 new zones, each with 5 fields, and 5 quests
  • 4 new secret bonus areas
  • 42 pieces per puzzle
  • Max level increase to 440
  • XP progress leftover from your current Gratuity Level turns into XP towards your next real level up
  • Continuation of the main story
  • Other half of the Flux 19.0 trinkets are now available


Document your adventures on the forums, and share tips with your fellow players!

Check out all the changes released since our last update in today's release notes blog.

Have a treat! Redeem this code for 1 free Large Energy Pack: CROS-STHE-CHAS-MNOW
October 25th, 2018
COTLI: Emo's New Moon 4 

    It's close to midnight, and something Emo's lurking in the dark...
    Under full moonlight, you see a sight that almost stops your heart!
Wait — this thriller-night has happened three times before! And it's back again tonight! Emo's New Moon has returned, bring ghosts and ghouls to the neighborhood schools where Crusaders fight for their lives from now until November 6th at noon Pacific!

Emo's New Moon 4 introduces Trixie the Treater, the latest Tier 4 Crusader, and brings back Viktor the Vampire, Henry, the Scaredy-Ghoul, Fright-o-Tron 4000, Wendy the Witch, and Jack O'Lantern!

New Tier 4 Crusader: Trixie the Treater

Trixie the Treater is a Support/Gold Find Crusader who buffs the formation the more varied and different every Crusader in it is. When you unlock her, she swaps with The Exterminator and Gloria the Good Witch. Trixie also takes her trick-or-treating very seriously, which is great news for her fellow Crusaders because she brings home the Gold!

Crusaders Return

If you haven't collected them already, you can unlock previous Tier 1, Tier 2, and Tier 3 Crusaders by completing their respective objectives. Viktor the Vampire, Henry, the Scaredy-Ghoul, Fright-o-Tron 4000, Wendy the Witch, and Jack O'Lantern are all once again available to unlock!

New Tier 4 Objectives

  • Recruit Trixie the Treater | Trixie the Treater takes up a slot in your formation. She steals some of the quest items that drop. Crusaders in other columns deal no DPS. Reach area 600.

  • Carved Out | Three central formation slots are unavailable. Pumpkin seeds fall on random Crusaders, damaging them. Reach area 700.

  • Masquerade | For the purpose of Formation Abilities, Crusaders have no tags. Reach area 750.

  • Darkness Rising | Only undead, demon, and magic Crusaders may be used. Reach area 800.

  • Wait Up | DPS done to monsters is equal to the lowest DPS in your formation. This does not include click damage. Reach area 1000.

Introducing an All-New Event Mechanic!

That's right! We've added a new mechanic to events, to help you with Idol collection. For all the areas on an event objective or event free play that players complete, you can contribute to an additional bonus Idol buff that gives you more Idols on the event! The more areas completed by all players, the larger the buff!

We hope you'll enjoy it! And don't forget to check the in-game change log for what else is included in this update!

Help! Where’s the Loot?

Equipment for event Crusaders can be found in Silver and Jeweled Halloween Chests, which you can earn from objectives and the free play or buy in the shop. Each non-recruitment objective will drop a chest for its given tier of Crusaders, and free play will drop all-tier chests. Gear for Tier 2, Tier 3, and Tier 4 Crusaders will only appear in all-tier chests once you've unlocked the respective Crusaders. You can select the tier of chest you buy in the shop.

You'll have until Tuesday, November 6th at 12:00pm Pacific to complete Emo's New Moon 4!
October 19th, 2018
COTLI: New Tier 3 11th Objectives & Missions! 

Greetings, Crusaders!

Today's update includes additional Tier 3 11th Objectives for Grimm's Idle Tales, Mischief at Mugwarts, and Ready Player Two, with rewards for each that are sure to help you push further than ever before. This update also includes additional Missions, allowing players to recruit and earn equipment for the remaining Tier 3 Event Crusaders!

You can find more information about the additional Tier 3 11th Objectives below. Are you excited!? We are!

Grimm's Idle Tales: Which is Witch?

Note: this objective requires that all T3 Grimm's Idle Tales objectives are complete in addition to the Ghostbeard's Greed T3 11th objective.
  • Wicked women and innocent ladies spawn at random.
  • Both can only be damaged by clicking.
  • Wicked women kill the front column of Crusaders upon reaching the formation.
  • Innocent ladies disappear harmlessly upon reaching the formation.
  • Killing an innocent lady spawns an invulnerable ghost which deals high damage.
  • Reach area 1400.
  • Reward: 10% extra rubies from objective completions. Also it's retroactive, so by completing the objective, you get bonus rubies based on how many objectives you've already done.

Mischief at Mugwarts: From the Ashes

Note: this objective requires that all T3 Mischief at Mugwarts objectives are complete in addition to the Grimm's Idle Tales T3 11th objective.
  • A sorcerer and a serpent take up slots in the formation, changing every 50 areas.
  • The serpent constantly deals damage to adjacent Crusaders, except Fire Phoenix.
  • The sorcerer disables the DPS of all Crusaders except Fire Phoenix.
  • Fire Phoenix's "Evil Eye" upgrade has been replaced with "Phoenix Tears" which heals her and adjacent Crusaders.
  • All other Crusaders' healing abilities are ineffective.
  • Reach area 1450.
  • Reward: Your maximum Sprint area is now doubled. Works even if you haven't maxed out the Sprint talent yet.

Ready Player Two: Bullet Hell

Note: this objective requires that all T3 Ready Player Two objectives are complete in addition to the Mischief at Mugwarts T3 11th objective.
  • Monsters can only be damaged by projectiles, explosions, and clicking.
  • Many monsters are replaced by ranged monsters.
  • Ranged monsters can't be damaged by clicking.
  • Some ranged monsters spawn grenades on death.
  • Grenades damage the front column of the formation for 50% of their max health.
  • Reach area 1500.
  • Reward: Maximum number cap raised to 1e600, up from 1e400.