In addition to the below,
Field Editor Beta Test!
The big one's finally here! A beta version of the
in-game level editor is now available to play around with for a month! Give it a shot, and let us hear your feedback as we work toward completion of the editor!
To try out the editor, go to 100% Orange Juice "Properties" -> "Game Versions & Betas" -> select "Public Level Editor Beta". Note that it cannot be used to play online with live version players. The beta uses separate saves, so there is no need to worry about switching between the game builds.The editor can be found in the game's main menu with a "brush" icon. You can press ENTER to immediately test the current field.
Only your imagination is the limit!
Other Features
- Chaos Mode is back!
- A new Chaos Mutator has been added: Seat of the Gamemaster:
In this mode, player REC is halved. Players do not control their unit. Instead they can choose one out of 3 random, chaotic effects to activate on their turn each chapter.
- Re-enabled Shopaholic chaos mutator.
- Retired Tag Team, Forced Exchange and Sharing is Caring chaos mutators.
- Bring Down the Tank: Removed -1 REC bonus from Slayers. The Tank now gains a copy of Terrorize every 6 chapters.
- Added Chocolate for the Sweet Gods to the retired events list.
- Beginner Town and Beginner Town (Winter) now have a new background model with shadows.
- Added more options under "Screen" in Configuration menu:
- Shadow Resolution -> Shadows are less defined the lower the number. Currently applies only to Beginner Town and Beginner Town (Winter).
- Filtering -> Adds bloom and other effects. Currently applies only to Beginner Town and Beginner Town (Winter).
- Details -> For now only controls the snow amount in White Winter and Beginner Town (Winter): Low, Medium, High, number of particles etc.
- Improved the visual effect of Convergence.
- A crate failing to give a reward in the shop now refunds the paid oranges.
Fixes:
- Fixed Vanguard consuming the reinforced player's timer when taking over.
- Added taskbar blinking when a Vanguard player take over a reinforced player.
- Fixes mixed fonts on the splash screen at the start of a Chaos Mode game when playing on foreign languages.
- Fixed Chaos Mutator display in a lobby having its box extend below the window frame in 1280x720 resolution.
- Fixed right-clicking in the Chaos Mutator selection menu not keeping the current choice, unlike other similar menus.
- Fixed scroll wheel changing maps while you have the Chaos Mode mutator menu up.
- Fixed Star Devourer having white pixels in player profile on KO.
- Fixed an issue in Bomber Jam, where when someone is selecting which panel to place bomb on or to dash to, all taunt related UI were disabled for all players.
- Players who first cleared Chocolate for the Sweet Gods in the ancient past now retroactively get granted ending player plates if they have cleared the event.
Balance:
- QP: Hyper Mode now gives +3 ATK, up from +2.
Dev note: QP has been in a precarious spot ever since the launch of the game with the weakest stat allocation out of the 4 starter characters, and we've been hesitant to touch iconic characters' stats. With this change we're keeping the original vision, with the acknowledgement that QP's power lies in her strong Hyper Mode that should now be overall the strongest out of the starter characters.
- Krilalaris (Pajamas): Increased cost of Bounty Hunt shop items to +45%.
Dev note: her passive could make Krilalaris snowball heavily in Bounty Hunt, but at the same time it relies on the accessibility of cheap buff items as her base stats aren't that high. This change will make it harder to exploit her passive to an unfair advantage, as shop items will be significantly more expensive for her.
- Malt: changed passive.
Previously:
Give 3 Wins when KO'd in battle. Cannot challenge to battle. Can set a Battle card without special use requirements as a Trap card without paying its cost. When another enemy steps on it, they will battle you and both player units gain the card's effect. No other battle cards can be played in this battle.
New effect:
Give 3 Wins when KO'd in battle. Cannot challenge to battle. Can set a Battle card without special use requirements as a Trap card without paying its cost. When an enemy steps on it, they will battle you and you gain the card's effect. You cannot play another battle card in that battle.
*Dev note: We recognized that taking advantage of Malt's passive was often a strong hazard to him, as giving a strong attack card to a player challenging him could result in a defeat that wouldn't otherwise happen, and it kept him from using strong battle cards like Accel Hyper with the passive. With this change, it should be advantageous to use Malt's passive, and both improve his performance and create more interesting plays.*
- Yuki (Dangerous): Changed Evil Mastermind's effect.
Previously:
If your panel has no active trap, set a random trap from your hand there. Then draw 3 trap cards from the deck and set all trap cards in hand on random panels.
New effect:
Take 3 trap cards from the deck. If you gained 0 trap cards, gain a copy of Tragedy in the Dead of Night. Then you may select any number of held trap cards. The first one will be set on your current panel, if able, and all the others on random panels.
Dev note: We've heard the feedback from the previous iterations of Yuki (Dangerous) buff, and have combined all of the past ways to utilize her hyper strategically into one, giving players unparalleled freedom in how to play her.
- Mira: Can now play one more card after Leap Through Space and Leap Through Space (Marking).
Dev note: While not expected to be majorly impactful, this change is aimed mainly to make Mira more fun to play, with some additional tactical options for ambushing players.
- Arnelle: Added effect to Intelligence Officer: "After the battle, gain a copy of the card on top of the deck."
Dev note: This change is aimed to make Arnelle's play more fluid and her hyper live up to its name more, as it gives her an additional avenue for gaining an advantage in the game.
- Islay: Lowered ATK from +1 to +0. Rival now gives +2 ATK, up from +1.
Dev note: Islay has long been considered a bit too strong, but we also don't want to nerf characters in an unfun way if we can avoid it. In this case, we decided that moving 1 ATK from her base stats to her hyper would not change the active part of how she is played, as she cannot challenge enemies without Rival anyway, but makes her a bit weaker to wild units and less intimidating for other players to challenge. Also as there are now more Flying Red Barrel characters with the +1/+1/+1 stat spread, it was no longer considered something exclusive to Sherry and Islay's "rivalry" like we had originally felt, making it possible to take this step.