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Shop Redesign
Active Cards
Active Cards can be cast onto the battlefield in setup, providing you ways to shape the terrain into a more favorable position. 3 Active cards make their appearance in this update with more to come:
It's been a while - but it's finally here!
Ever since the beginning of AFK Chess there has been one feature that has been requested above all others: to actually be able to play the chess battles yourself instead of the AI. Well, since today you will finally be able to, introducing: :pawn:Chess Mode!:pawn: I have to admit that for the longest time this was a bit mind-boggling but having played a few rounds of non-AFK Chess I can see the appeal. For now the mode is only playable in Arena if you enable the "Chess Mode" option before starting a game. Some details:
Hey there! This week's patch focuses on the most forgotten type of Item in the game - the Passives. Previously they were quite difficult and inconvenient to acquire and being small items they didn't have much of a place in the game in comparison to Augments. This also made making new Passives unrewarding because you wouldn't really get to use them in a game often. This changes with the Shopkeeper Event. Each game on rounds 5/10/15 you will get the option to purchase some Passives - each event is randomly stocked! Gameplay
Hey! In this week's patch the theme of improving the feel of the game is continued with usability changes. Next week's patch will be back to additional content! Previously most effects that gives you cards would drop their reward if you do not have enough hand space. This was very sad and you would quickly find yourself not having a lot of the stuff you were promised. However with this patch you will now always receive that card in your hand. However if you exceed your hand limit you will not be able to use any cards such as dropping units or using items until you sell away the excess, so you can always choose what you want to keep! Many augments where the effect worked once a round would only start giving their rewards after the first round. From now on each augment choice that worked this way will also trigger their reward when selected. A list of affected augments:
Hi everyone, this week's patch comes with two experimental changes that fundamentally change the gameplay - looking forward to hearing any thoughts! In Arena, you can now see all enemy piece positions (shown as a ?) along with their class. Hopefully this change will mostly make Arena easier for new players to get into, and shouldn't hugely affect the skill ceiling of the mode. Note: Arena Hard Mode remains the same: no pieces are revealed. It is now possible to move units back to your hand. Units that are moved back to the hand are Muted and can no longer be played that round. This will hopefully make it easier to start playing higher rarity/capacity pieces without resorting to selling! Balance Berserker Tier 3 Power from 10 to 15. Scream Token cost from 8 to 10. Enrage no longer blocks Pyro Fireball. Hydra Knight Rank 1 gold rewarded on from 3 to 4 gold. Pawn Desu pawns received from 1 to 2. Leveler bonus XP from 3 to 5. Mouth Feeder capacity penalty from every 6 units to every 8 units. Bugs Fixed Lanista getting infinite lances in some cases. Fixed Necromancer summoned unit sometimes not having its abilities.
Hey everyone, in this week's patch there is a new item, some balance changes and a rescaling of the XP requirements for the levels!
New Item - Tiara of Sellemaine
Consumables can now be sold for 50% of their purchase price.
XP requirements for level rescaled - to a more gradual increase, in general will require less XP per level (see image at bottom of post for comparison).
In Versus setup timer increases by 5s, at rounds 2, 5 and 8. (will be tuning this outside of weekly patch in future for quicker iteration)
Hey everyone! A lot of big changes this week!
Hey, small patch for this week with 1 new item to bring curses into play a bit in regular Arena! The next week's patch will have a very exciting feature for those who've been wishing to play Versus!
Also, I was on a podcast hosted by openindie! We talk a bit about AFK Chess and indie dev, check it out!
[previewyoutube=3IZau2AV6Ck;leftthumb][/previewyoutube]
New Augment: Spooky Tent!
Balance
- Merchant now also gains tokens from consumables on sale.
- Merchant tokens required for offer from 7 to 9.
- Merchant Tier 3 reworked: Each reroll, at least 1 unit will be on sale. Previous Tier 3/4 effects moved to Tier 4/5.
- Lanista Tier 4 is now 1 Lance for every 2 activated classes (previously for each)
Bugs
- Fixed cards visually becoming duplicated in the hand.
- Fixed various crashing issues with reinforcements.
Hey, another weekly patch! This week some overpowered strategies are getting a timeout but also 3 new augments to choose from!
New Augments: see screenshot!
Balance
- Sellutron 3000: From all units in shop receiving +1 Power to 2 units.
- Lanista Tier 1: Tokens required to draw a Gladiator from 5 to 6.
- Lanista Tier 3: Power requirement from 10 to 15.
- Lanista Tier 5: From all pawns turning into Gladiator to 2 pawns per Gladiator on your board.
- Bounty Hunter Tier 4/5: Power requirement from 30/50 to 25/40.
- Merchant Tier 3/4/5: Power requirement from 10/20/40 to 15/25/50.
- Merchant Tier 5: Units in the shop always being on sale to being on sale 40% of the time.
- Merchant Offer no longer offers duplicates of Augments you already have.
Hi everyone! I am pleased to announce, the largest content update to date, introducing... :fire: The Class Revolution Update :fire: Each Class now has 5 completely unique tiers that are activated when you have enough Power. This is a huuuge step up, allowing for far more gameplay options and combinations than ever before. Each tier effect has been crafted to provide a crisp gameplay benefit, ranging from utility, economy, scaling synergies, support or fighting power! Update details in the image below! If you've not played in a while this is a great time to get in, the game has never been more fun! :100: Steam Wishlists and Reviews :100: Additionally, those of you who haven't, please wishlist us on Steam - it helps a lot. Also, Steam recently enabled reviews on demos so if you like the game please feel free to leave a review on our page! https://store.steampowered.com/app/2769000/AFK_Chess__Chess_Auto_Battler_Demo/ :calendar: What's next?:calendar: Next patch will have an intense focus on bugfixing and eventual balance adjustments. There's a lot of small and annoying bugs :beetle: :bug: that you've all been reporting through the ingame feedback - this is hugely appreciated and will help a lot in the upcoming cleanup! Even though I can't respond to them ingame I do read and categorise every piece of feedback that you submit! Without further ado - the Update!
Lots more people playing these days so there will be a small weekly balance patch every Friday (with maybe a bit of content each time). Work on a large content patch is underway - expected time to release is in 2 weeks! Units
Hey all! It's been a while but the big work on local engine evaluation is currently in testing phase - the engine play is looking a lot stronger! It is not yet available but if anyone wants to opt-in for beta testing it let me know (just a warning, it is fully playable but still considered unstable) The patch is small, just a few changes to switch things up a bit. Once these big features are done gameplay content will be the primary focus. Merchant
New unit art Some of you may have already noticed that 2 weeks ago the units received a major graphical overhaul. Over time new skins and colours will be added to the game and they will be unlockable in various ways! I know that a lot of you play on simple graphics mode and similar customisation features will also be supported there in time as well. Full Animations! The huge change released today are new animations (and additional sounds) for basically every effect in the game! Previously only a small amount of effects had any visualisation at all, everything kind of just happened invisibly and it was very difficult to understand what was happening in the game. Now each effect is clearly visualised: what it does, where it came from, where it is going and when it happened. Even veterans of the game will find this change incredibly helpful, I myself have been surprised many times how certain mechanics were working behind the scenes. Also: its more fun to see things move around! At this point the limit of what can be achieved graphically with the game has been reached and there is no future graphics work planned. There will be improvements here and there, especially to the UI, but from here on the main focus is gameplay! With the animation system done this opens a lot of doors for effects that would have been impossible to have before! Timeline I also think were long overdue on a timeline of the future of the game. They are not in a specific order but they are all planned for the near future. Game-related:
Plague Doctor Rework! In this patch we are reintroducing the Plague Doctor class but with some tweaks. PD is now focused around Weakening the enemy formation with some potential for discarding as well. Class effect: Units weakened 1/2/3. Chance to discard a weak unit 15%/30%/45%.
DUN DUN DUN DUN What's that commotion? Oh my... it's the Sound of Battle! We are pleased to announce the release of the Music Patch! Arriving in the game are a bunch of different ambient and battle tracks to add an atmosphere to the game. We think this really elevates the experience - let us know what you think! Along with the music tracks we're also introducing new sounds for purchasing units and exp - they used to be quite aggressive sounds that didn't fit the vibe we wanted, the alternatives should feel more pleasant! Let us know at discord if there's any bugs with the music, we've seen(heard?) some weird things happen so maybe you will too!
Balance This patch we are focusing primarily on shifting the balance slightly away from high performing strategies (without nerfing them to the ground) Items Glasses from 1->2 XP per round New Sundial: Gain +1 Capacity during Day/Morning Investor now additionally will give boost your base income by +1g more every 6 rounds Progression Charm from 2->3g each time you level Consumables Bronze Cog from 2->3g Cosmic egg from Legendary->Rare Chicken egg from 2->1g Superior Power Rune from 4->3g Ultimate Power Rune from 5->4g Curses Mutilate from 1->2 lives lost Tarnished token from 1->2g lost per round Augments New Banker: Lower requirement for banking from 10g to 5g to gain 1g (Epic->Rare) Companion Rook from 2->3g on survive Final Resistance from Rare->Epic Health for Wealth from 4->6g gained for each health lost Torch and Pitchfork no longer raises capacity cost of other pieces, now just loses -2 capacity Blacksmith gain an item every 7->6 rounds Blacksmith Apprentice gold gain on pickup from 5->8 High stakes play now takes away 1hp instead of 2hp, gain 18g Tactical setback: epic->rare, gold gain from 5->2 Classes Merchant now requires 7/6/5 -> 8/6/4 purchases for an item BH Knight from Common->Uncommon BH Bishop from Uncommon->Common Hydra Knight Gain 2/4->3/6 gold on tier up Hydra Pawn has +10% chance to Hydra split Necromancer Bishop now summons 1/1/2 ephemeral pawns - first level has only 50% chance to summon a pawn. Other Queen Capacity cost 6/4/2->6/5/3 UI Changes More icons across tooltips Round/Day/Time indicators are now styled according to the rest of the UI. Board size increased by 10% You can now press ESC to open the game menu/go back to main menu Increased clarity of UI elements on board. Bugs Fixed tier up effects always triggering if dragging from higher tier unit to weaker. (No one was abusing this right?)
NECROMANCER REWORKED In this patch we reworked most of the Necro pieces to increase the versatility of the class and to allow it to be played in much more scenarios. Pawn - Unchanged Knight - On battle start get 1 XP + 1 XP per every 4/2/1 Ephemeral units on the board. Bishop - Summon 1/2/3 Weak Ephemeral pawns on the board at the start of each round. Rook - Unchanged Queen - Has an aura that extends the duration of Ephemeral units. All Necro units now have an Aura that they can pass to other units to allow them to summon Ephemeral units on capture. All Necro summons are now Weak versions of the regular piece. Weak debuff - units have weaker movement options in battle. Ephemeral - any unit with a round duration, ex. Cloned unit. Various Quality of Life changes You can see a unit's movement/aura options when placing it All buffs applied to units now have their own animation. Each buff has its own unique graphic. Unit information in codex now allows filtering by class/rarity. Added icons for resources in item tooltips. Added additional tooltips in shop to detail classes/items and other relevant info on the side. Increased clarity on some resolution setups. Balance Nerfed the Night portion of the game, you are no longer forced to discard a piece and can place 1 row further than before. Clone gun price from 3 to 6 gold Assassin Rook - aura now allows 3/5/9 lances to be affected instead of 9 on all levels. Gladiator and Lance pieces now have enraged/weak versions. Red Rage no longer discards units after 1 turn, it now weakens them for 1 turn instead. Bugs Fixed units losing damage in Multiplayer (credits to @NotAGen-eral) What's next? We are still prioritising additional content and reworking classes to make them more fun and versatile to play. Until next time!
NEW CLASS - MERCHANT In this patch we are introducing the Merchant, a very unique class focused around item and consumable control. It makes use of the new mana system as well as a completely new Sale mechanic detailed below. Merchant - Buying merchant units or units on sale will reward you with additional items. Each level decreases the amount of purchases required to get an item. Pawn - Every 3 mana get a Bond/BB Bond/AAA Bond that is a consumable item that gives gold. Gain 1 mana each round. Knight - Get a Regular/Superior/Ultimate Power rune rune each round. (Previously PD Knight effect) Bishop - Every 4 mana give 1/2/3 upgrade points to random units. Gain mana each time you use a consumable. Rook - Every turn buff 1/2/3 units with -1 CC. (Previously PD Rook effect) Queen - Multicast any consumable you use on a random unit. Multicast costs 1 mana. Has 3/2/1 max mana that regenerates each round. Class design contest Make sure to check out class-design-contest, your suggestion could make it into the game! Sale mechanic The shop now has a chance for a unit/item to be on sale! On sale units/items costs 50% (rounded up) of their usual value. Daily Quests We introduced 3 daily quests into the game! This system is WIP - we plan to add different quests and rewards in the near future. New Item Mana potion - Regenerate 1 mana to a targeted unit. Plague Doctor Plague Doctor has been cycled out, rework coming soon. Balance Gladiator capacity reduced from 4/3/2 to 3/2/1 Shackles capacity reduction reduced from 2 to 1 Plague Doctor class cycled out until it gets reworked Cosmic egg price reduced from 4 to 3 What's next Rework for Plague Doctor is upcoming. Additionally we are doing another push on more animations and UI feedback to make things that are happening more visible/apparent to the player.
BOUNTY HUNTER PIECES REWORKED Some Bounty Hunter pieces were lagging behind the pack so we decided to introduce 3 completely brand new effects that we think really pop off. Pawn: Each round its sell price will increase by +1/2/3 gold. No you can't just keep it in your hand and sell it 10 turns later, It must be played on the board for this to take effect! Rook: Casts a bounty mark on 2/3/4 units at the start of battle. Marked units give a 1 gold bounty when captured in battle. This works even if Bounty Hunter class is not activated! Knight: Each time you gain 1 gold the knight will generate 1 mana. Every 10 mana your knight will bestow +1/2/3 UP to a random unit. (P.S, does not generate mana from round/banking gold) MANA Yes with this patch we are introducing a whole new mana system. Some pieces will have effects that they will cast when their mana bar is fully charged, for now it is just the BH Knight but we are excited to be adding more synergies around this new system. New Augment Sellutron 3000: Whenever you sell a unit increase the class power of all shop units by 1. Individual Shop Freeze Units/Items in shop can now be individual frozen. What's next? The next patch will be centered around adding some out of game progression systems and daily quests. These will reward experimental play and trying out unconventional builds!
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