Aurory Updates

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Aurory 0.2.7 Patch Notes

aurory.substack.com

Aurory 0.2.7 Patch Notes

Aurory Project
Oct 26, 2022
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Aurory 0.2.7 Patch Notes

aurory.substack.com
  • Reward Loop

    • 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    • Synced items can be DeSynced (withdrawn) to an external wallet at any time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

  • Token Distribution

    • 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

  • Leaderboards

    • 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.

  • Tactics Game

    • 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.

      • Abilities

        • Passive: Inspiring

          • 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.

        • Ultimate: Encore

          • 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.

  • Reactions nerf
    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

      • Dinobit

        • NERF: No Escape

          • Hype cost 7 → 9

      • Shiba

        • NERF: Bodyguard

          • Hype cost 7 → 10

      • Zzoo

        • NERF: Overtake

          • 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.

  • Creatures

    • Axobubble

      • FIX: Pressure Bomb

        • When you use a pressure bomb on yourself, it now properly damages and pushes nearby creatures.

    • Blockchoy

      • NERF: Life Cycle
        Healing is much more costly on the caster’s life

        • Healing cost increased

          • From 10% Max HP

          • To 30% Current HP

        • Heal increased

          • From 20 + 30% CurrentHP + 150%EP

          • To 20 + 25% CurrentHP + 100%EP

      • NERF: Vitagreens

        • Hype cost increased: 10 Hype → 13 Hype

        • Move range buff reduced

          • From 4 x (100 + 150% EP)%

          • To 7% EP

        • Healing reduced

          • 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.

    • Bitebit

      • 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

        • Damage increased
          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

    • Dinobit

      • TWEAK: Move push

        • Does not apply a small stun anymore - this did not play well with reactions.

      • NERF: Stomp

        • Hype cost 8 → 9

      • NERF: No Escape

        • Hype refund on trigger 6 → 0

    • Dipking

      • BUFF: Move range

        • Increased 2 → 3

      • NERF: Dodge

        • Hype cost 7 → 6

        • Hype refund on trigger 5 → 0

    • Number 9

      • 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

      • BUFF: Jumpscare

        • Damage increased

          • From 5 + 125% EP

          • To 10 + 135% EP

    • Shiba

      • NERF: Bodyguard

        • Hype refund on trigger 6 → 0

    • Zzoo

      • FIX: Overtake

        • 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.

        Click here to 👉 Play Aurory 🕹️

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Aurory 0.2.7 Patch Notes

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