Aurory 0.2.7 Patch Notes
Now winning games of Aurory Tactics will reward players with OKA and TOKE (off-chain sub-currencies)
OKA is the sub-currency earned by NFT Nefty owners
TOKE is the sub-currency earned by free-to-play players
New energy system for NFT Nefties
All Nefty NFTs now come with 10 points of ‘Okanergy’ when fully charged
Each battle consumes one (1) Okanergy point
After all 10 points have been consumed, the Nefty will stop earning OKA and will earn TOKE instead, until the Okanergy is replenished
Okanergy fully replenishes every 24 hours
Sync Space is your new inventory
The main purpose of Sync Space is to minimize friction for users, by limiting the amount of blockchain interactions and transaction approvals
Two important states for items to remember:
Synced: Items are in the player’s inventory (our program’s backend, off-chain).
DeSynced: Any assets that are not Synced (i.e. in an external wallet, in the Solana program, on-chain).
Until the manual process of DeSyncing an item is triggered, items will always remain in your Sync Space (on our backend)
Synced items can be DeSynced (withdrawn) to an external wallet at any time
See Sync Space substack article for all the details
Every week the distribution system will automatically reward players according to their amount of earned sub-currencies from the last seven (7) days.
Final distribution amounts will vary based on:
How much sub-currencies players have collected from the last seven (7) days
Amount of active players from the last seven (7) days
$AURY distribution will happen through our new Sync Space system, allowing players to cash out at any time
New Player Profile page
Introducing the new profile page
You need to have an account to be able to fully use the page
Your profile can be updated in general (including a profile picture)
Track all of your rewards and your activity in a single page
Use Sync Space to Sync (deposit) or DeSync (withdraw) items
New Player Rating system
Added a player rating system that will quantify every player's skill level
Player ratings will be used to help match players that have similar player ratings
Players will gain rating when winning matches
Players will lose rating when losing matches
Quitting before a match ends will result in a loss
Reset of the leaderboard to introduce Alpha Season 0 to kick off our new rating system
Updated leaderboard based on the new player rating
Big UI update
Cleared up a lot of the old UI to make room for the battle grid
Improved overall layout
Improved visibility of timeline
New HUD elements over nefties
new health bars
new hype counter
new buff/debuff status
Updated Game Flow
You will now start in Kitty’s Tavern by default
You can always go back to your Nexus by clicking on the button in the upper left corner
Optimization in build size
We’ve drastically reduced build size by up to 75% for a faster loading time
There might be a UX issue right now for some where one player loads faster than the other. The one who loaded in first will see the UI appear a bit late. It’s related to the other player taking a long time to load the game. We will continue to improve this.
NEW NEFTY: Unika
Unikas are proud and fabulous melee and charging attack creatures. They like to show off their moves in one-against-all situations.
Each turn, the first time Unika moves, it leaves behind an inspiring mark that any creature can pick up to get an extra move.
Special Ability A: Rainbow Flash
Instantly dash in a straight line for 5 cells through obstacles, dealing damage to any creatures on the way.
Special Ability B: Come and Play
Charge in a straight line, throwing the first encountered creature behind, dealing damage.
Special Ability C: Kickback (Reaction + Ability)
Kicks away the creature directly behind, or the next one that moves there before Unika’s next turn.
For the cost of Encore, cast the last-used ability again with a 25% damage buff.
Nefties stats range - big update
Redefined global stats ranges
Resolved an unexpectedly big HP gap between some creatures that is supposed to be closer.
The lowest HP Zzoo had 240HP, now has 360HP
(The goal here is to avoid situations where a Nefty dies after a couple basic attacks from higher level Nefties without a chance to do anything).
The highest HP Dinobit had 960HP, now has 743HP
(Max HP lowered by 30%, but defense stats have been buffed resulting in overall toughness actually reduced by about 19%).
Tanks should still be tanky, but killing them should feel less like an endless ordeal now.
Updated Nefty stat ranges “level”
On the design side, Nefties are considered to have a 1 (worst) to 5 (max) score for each stat : HP, PP, PD, EP, ED. We tweaked a couple stats to better define the creature's specializations and weaknesses. (Reminder: HP = Hit Points, PP = Physical Power, PD = Physical Defense, EP = Ether Power, ED = Ether Defense)
Axobubble: Better at handling magic.
PD 2 → 1
ED 4 → 5
Bitebit: A little more ready to face frontline backlash.
ED 2 → 3
Block Choy: A lover, not a fighter.
PP 3 → 2
ED 3 → 4
Dinobit: A physical tank.
PD 4 → 5
ED 3 → 1
Dipking: Glass cannon.
PP 3 → 5
PD 2 → 1
ED 3 → 2
Number 9: It’s grade school science: ghosts are much more vulnerable to magic than physical damage.
HP 3 → 2
PP 1 → 2
PD 3 → 5
ED 2 → 1
Shiba: A little less bark, a little more bite.
PP 2 → 3
PD 4 → 3
Zzoo: Stings (and squishes) like a bee!
HP 2 → 1
(reminder : lower ranks’ HPs have been raised. Zzoo will actually have more HP than before).
PP 4 → 5
Reduced stats difference between strong and weak Nefties of the same species.
Nefties with the best stats had +50% value advantage over the Nefties with the lowest stats. This means some fights were a lot more on the “unfair” side than “challenging”.
Previous difference between min & max : +50%
New difference between min & max : +22%
Example: If a creature had an average health of 500 HP, its HP range was between 400 and 600. Its HP range is now between 450 and 550.
Defense stats changes
Defense effect has been buffed by about 20%
This means that tanks will take less damage, and defense reduction effects/piercing attacks will be comparatively more effective.
“Cut” damage type now has a boost against low defense Nefties.
Bitebit is now a better predator of weak Nefties, but will struggle against tanks more.
Against the lowest defense (~25 points), Cut attacks will deal ~30% more damage than Blunt attacks.
Against average defense (~45 points), Cut and Blunt attacks are about the same.
Against high defense (~75 points), Blunt attacks will deal ~30% more damage than Cut attacks.
A triggered reaction usually meant you caused your enemy to waste hype, time units, and an action opportunity for almost no Hype Cost on your side due to the hype refund on trigger, resulting in a single successful reaction being enough to lock your opponent out of opportunities, as you could usually use the reaction again next turn, making him lose a turn whether he decided to attack again or wait for your potential reaction to go to waste.
Reactions do not reward hype on triggers anymore
Hype cost changes
NERF: No Escape
Hype cost 7 → 9
Hype cost 7 → 10
Hype cost 8 → 9
Hype now starts at 1 to slightly reduce the time between the starting phase and ability usage (community suggestion).
The moving cost has been reduced from 4 to 2 Time Units to make movement less punishing.
Healing cell effect reduced by 50%.
Standing on a healing cell basically cancelled any damage from one attacking creature, meaning an auto-win in a duel. We also reduced the healing power, so they’re not a complete safe zone anymore.
FIX: Pressure Bomb
When you use a pressure bomb on yourself, it now properly damages and pushes nearby creatures.
NERF: Life Cycle
Healing is much more costly on the caster’s life
Healing cost increased
From 10% Max HP
To 30% Current HP
From 20 + 30% CurrentHP + 150%EP
To 20 + 25% CurrentHP + 100%EP
Hype cost increased: 10 Hype → 13 Hype
Move range buff reduced
From 4 x (100 + 150% EP)%
To 7% EP
From (20 + 25% BlockChoy’s MaxHP) x (100 + 100% EP)
From (0 + 20% BlockChoy’s MaxHP) x (100 + 100% EP)
Fixed a bug where the time bonus wasn't applied.
Fixed a bug where the movement range buff would not apply to some allies in range.
NERF: Lifeforce Drain
Damage slightly increased
From 40 + 130%PP
To 40 + 100%PP + 150%EP
Heal strongly reduced
From 66% of damage dealt + 23% of the opponent’s current HP
To 100% of damage dealt + 0% of the opponent's current HP
BUFF: Bouncing Claws
Base damage increased so using Bouncing Claws on full health targets is a little less ridiculous (but still very suboptimal), and Physical Power plays a more important role in the % missing HP bonus.
From 30 + 30%PP + ((15 + 15%PP)% of the target’s missing HP)
To 50 + 50%PP + ((5 + 25%PP)% of the target’s missing HP)
Fixed second hit on the same target not taking first damage into account for missing HP
TWEAK: Move push
Does not apply a small stun anymore - this did not play well with reactions.
Hype cost 8 → 9
NERF: No Escape
Hype refund on trigger 6 → 0
BUFF: Move range
Increased 2 → 3
Hype cost 7 → 6
Hype refund on trigger 5 → 0
BUFF: Scarring Strike
Now increases damage on top of reducing defenses
Victim’s received damage increased by +(20 + (40% EP))%
BUFF: Soul Conduit
Time cost 5 → 3
Hype Cost 8 → 7
From 5 + 125% EP
To 10 + 135% EP
Hype refund on trigger 6 → 0
Can now trigger properly even if there’s no room behind the target.
NERF: Painful Shriek (passive)
Damage nature modified “Magical, Piercing” → “Physical, Area”
(means less damage overall, especially for high Physical Defense Nefties).
0.2.7 Hot Fix (10/28/22)
Issue where the score was incorrect after winning or losing a match.
Issue where Dipking’s “Slippery Skin” passive ability was triggering 100% of the time when stunned, and is not dodging every 4th incoming source of damage / healing.
Issue where Bitebit and Number 9’s basic attack could cause absurd amounts of damage.
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