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Free Weekend – Ancestors Legacy

7.20c:
==
* Wraith Band: Attack speed bonus reduced from 7 to 6
* Wraith Band: Recipe cost increased from 210 to 220
* Bracer: Recipe cost increased from 210 to 220
* Null Talisman: Recipe cost increased from 210 to 220
* Sange: Recipe cost reduced from 650 to 600
* Yasha: Recipe cost reduced from 650 to 600
* Kaya: Recipe cost reduced from 650 to 600
* Bloodstone: Charges increased from 12 to 14
* Bloodstone: HP/MP regen per charge increased from 0.25 to 0.3

* Bounty Hunter: Agility gain reduced from 3.0 to 2.7
* Bounty Hunter: Track cast range reduced from 1200 to 1000
* Brewmaster: Cinder Brew activation mechanic has been reworked. It now ignites anytime a target is dealt 80 spell damage or more, dealing 20/25/30/35 DPS for 3 seconds. (If you activate it while the debuff is already going, it will extend the ignite debuff duration. If activated after the ignite debuff wears out, a new ignite debuff will be added)
* Brewmaster: Cinder Brew primary buff duration is no longer extended when activated (they are seperate debuffs now).
* Brewmaster: Level 25 Talent reduced from +200% Drunken Brawler Critical Strike to +175%
* Centaur: Stampede slow duration increased from 1.8 to 2.3 seconds
* Chaos Knight: Chaos Strike lifesteal increased from 35/40/45/50% to 35/45/55/65%
* Clinkz: Attack range increased from 640 to 650
* Clinkz: Burning Army base attack time improved from 1.65/1.5/1.35 to 1.5/1.35/1.2
* Clinkz: Level 20 Talent increased from +100 to +125 Attack Range
* Dazzle: Shadow Wave cooldown increased from 13/11/9/7 to 14/12/10/8
* Death Prophet: Base movement speed increased from 310 to 315
* Death Prophet: Level 10 Talent increased from +12% Magic Resistance to +15%
* Death Prophet: Level 20 Talent increased from -2s Crypt Swarm Cooldown to -3s
* Doom: Devour hp regen reduced from 5/10/15/20 to 4/8/13/18
* Drow Ranger: Marksmanship now deals bonus 120 physical proc damage against heroes
* Elder Titan: Astral Spirit attack damage per hero reduced from 20/40/60/80 to 15/30/60/80
* Elder Titan: Astral Spirit cooldown increased from 16 to 17
* Ember Spirit: Sleight of Fist bonus damage increased from 35/70/105/140 to 40/80/120/160
* Ember Spirit: Level 10 Talent increased from +200 Flame Guard Absorption to +250
* Ember Spirit: Level 15 Talent increased from +50 Flameguard DPS to +60
* Enchantress: Base armor increased by 2
* Faceless Void: Time Lock damage reduced from 30/40/50/60 to 25/30/35/40
* Gyrocopter: Strength gain increased from 2.1 to 2.3
* Kunkka: Tidebringer cleave damage increased from 150% to 165%
* Lina: Base armor increased by 1
* Lone Druid: Base armor reduced by 2
* Lone Druid: Agility reduced from 24 + 2.7 to 20 + 2.4
* Lone Druid: Spirit Link cooldown rescaled from 44/36/28/20 to 43/36/29/22
* Lone Druid: Level 10 Talent reduced from +175 Attack Range to +150
* Lone Druid: Level 20 Talent changed from +40 Spirit Link Attack Speed to -0.2 Spirit Bear Base Attack Time
* Luna: Agility gain reduced from 3.3 to 3.1
* Luna: Level 10 Talent reduced from +20 Attack Speed to +15
* Luna: Level 20 Talent reduced from +10 All Stats to +8
* Luna: Lunar Blessing night vision reduced from 250/500/750/1000 to 200/400/600/800
* Lycan: Howl attack speed reduced from 21/34/47/60 to 20/30/40/50
* Meepo: Divided We Stand XP gain reduced from 50% to 40%
* Meepo: Level 15 Talent reduced from +40 Poof Damage to +30
* Nature’s Prophet: Base armor increased by 1
* Nature’s Prophet: Agility gain increased from 2.4 to 2.8
* Naga Siren: Level 15 Talent reduced from +15 Agility to +12
* Outworld Devourer: Intelligence gain increased from 2.7 to 3.0
* Outworld Devourer: Base armor increased by 1
* Outworld Devourer: Equilibrium slow from 12/20/28/36% to 12/22/32/42%
* Outworld Devourer: Arcane Orb no longer ignores Ancients
* Phantom Assassin: Level 15 Talent reduced from -4 Armor to -3
* Phantom Assassin: Blur manacost increased from 20 to 30
* Puck: Intelligence gain increased from 2.4 to 2.7
* Sand King: Base damage reduced by 2
* Sand King: Strength gain reduced from 2.9 to 2.8
* Sand King: Agility gain reduced from 2.1 to 1.8
* Spectre: Haunt damage increased from 40/50/60% to 40/55/70%
* Spirit Breaker: Greater Bash damage reduced from 16/24/32/40% to 12/20/28/36%
* Storm Spirit: Intelligence gain increased from 3 to 3.2
* Storm Spirit: Static Remnant damage increased from 120/160/200/240 to 120/170/220/270
* Slardar: Level 20 Talent changed from +50 Attack Speed to +30% Lifesteal
* Slark: Pounce duration reduced from 2.75/3/3.25/3.5 to 2.5/2.75/3/3.25
* Slark: Dark Pact manacost from 55/50/45/40 to 60
* Slark: Shadow Dance duration from 4/4.5/5 to 4/4.25/4.5
* Slark: Agility steal now also occurs when an enemy dies within 300 units from you with the debuff, rather than only when you get the killing blow
* Slark: Level 10 Talent reduced from +8 Agility to +6 Agility
* Slark: Level 20 Talent reduced from +2s Pounce Leash to +1.5s
* Slark: Level 25 Talent reduced from +120s Essence Shift Duration to +100s
* Timbersaw: Strength gain increased from 2.1 to 2.4
* Timbersaw: Whirling Death tree bonus damage increased from 10/14/18/22 to 10/15/20/25
* Tusk: Strength gain increased from 3 to 3.4
* Undying: Level 20 Talent reduced from +6 Tombstone Attacks To Destroy to +5
* Undying: Level 25 Talent increased from Gains Reincarnation 200 CD to 250 CD
* Ursa: Fury Swipes damage reduced from 12/18/24/30 to 10/16/22/28
* Ursa: Level 15 Talent reduced from +16 Agility to +14
* Venomancer: Base agility increased by 4
* Venomancer: Level 15 Talent increased from +6% Poison Sting Slow to +8%
* Visage: Strength gain reduced from 3.2 to 3.0
* Visage: Grave Chill cast range reduced from 650 to 625
* Visage: Level 20 Talent reduced from +80 Familiars Movement Speed to +60

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SCS Software Publisher Weekend, Save up to 80%!

7.20c:
==
* Wraith Band: Attack speed bonus reduced from 7 to 6
* Wraith Band: Recipe cost increased from 210 to 220
* Bracer: Recipe cost increased from 210 to 220
* Null Talisman: Recipe cost increased from 210 to 220
* Sange: Recipe cost reduced from 650 to 600
* Yasha: Recipe cost reduced from 650 to 600
* Kaya: Recipe cost reduced from 650 to 600
* Bloodstone: Charges increased from 12 to 14
* Bloodstone: HP/MP regen per charge increased from 0.25 to 0.3

* Bounty Hunter: Agility gain reduced from 3.0 to 2.7
* Bounty Hunter: Track cast range reduced from 1200 to 1000
* Brewmaster: Cinder Brew activation mechanic has been reworked. It now ignites anytime a target is dealt 80 spell damage or more, dealing 20/25/30/35 DPS for 3 seconds. (If you activate it while the debuff is already going, it will extend the ignite debuff duration. If activated after the ignite debuff wears out, a new ignite debuff will be added)
* Brewmaster: Cinder Brew primary buff duration is no longer extended when activated (they are seperate debuffs now).
* Brewmaster: Level 25 Talent reduced from +200% Drunken Brawler Critical Strike to +175%
* Centaur: Stampede slow duration increased from 1.8 to 2.3 seconds
* Chaos Knight: Chaos Strike lifesteal increased from 35/40/45/50% to 35/45/55/65%
* Clinkz: Attack range increased from 640 to 650
* Clinkz: Burning Army base attack time improved from 1.65/1.5/1.35 to 1.5/1.35/1.2
* Clinkz: Level 20 Talent increased from +100 to +125 Attack Range
* Dazzle: Shadow Wave cooldown increased from 13/11/9/7 to 14/12/10/8
* Death Prophet: Base movement speed increased from 310 to 315
* Death Prophet: Level 10 Talent increased from +12% Magic Resistance to +15%
* Death Prophet: Level 20 Talent increased from -2s Crypt Swarm Cooldown to -3s
* Doom: Devour hp regen reduced from 5/10/15/20 to 4/8/13/18
* Drow Ranger: Marksmanship now deals bonus 120 physical proc damage against heroes
* Elder Titan: Astral Spirit attack damage per hero reduced from 20/40/60/80 to 15/30/60/80
* Elder Titan: Astral Spirit cooldown increased from 16 to 17
* Ember Spirit: Sleight of Fist bonus damage increased from 35/70/105/140 to 40/80/120/160
* Ember Spirit: Level 10 Talent increased from +200 Flame Guard Absorption to +250
* Ember Spirit: Level 15 Talent increased from +50 Flameguard DPS to +60
* Enchantress: Base armor increased by 2
* Faceless Void: Time Lock damage reduced from 30/40/50/60 to 25/30/35/40
* Gyrocopter: Strength gain increased from 2.1 to 2.3
* Kunkka: Tidebringer cleave damage increased from 150% to 165%
* Lina: Base armor increased by 1
* Lone Druid: Base armor reduced by 2
* Lone Druid: Agility reduced from 24 + 2.7 to 20 + 2.4
* Lone Druid: Spirit Link cooldown rescaled from 44/36/28/20 to 43/36/29/22
* Lone Druid: Level 10 Talent reduced from +175 Attack Range to +150
* Lone Druid: Level 20 Talent changed from +40 Spirit Link Attack Speed to -0.2 Spirit Bear Base Attack Time
* Luna: Agility gain reduced from 3.3 to 3.1
* Luna: Level 10 Talent reduced from +20 Attack Speed to +15
* Luna: Level 20 Talent reduced from +10 All Stats to +8
* Luna: Lunar Blessing night vision reduced from 250/500/750/1000 to 200/400/600/800
* Lycan: Howl attack speed reduced from 21/34/47/60 to 20/30/40/50
* Meepo: Divided We Stand XP gain reduced from 50% to 40%
* Meepo: Level 15 Talent reduced from +40 Poof Damage to +30
* Nature’s Prophet: Base armor increased by 1
* Nature’s Prophet: Agility gain increased from 2.4 to 2.8
* Naga Siren: Level 15 Talent reduced from +15 Agility to +12
* Outworld Devourer: Intelligence gain increased from 2.7 to 3.0
* Outworld Devourer: Base armor increased by 1
* Outworld Devourer: Equilibrium slow from 12/20/28/36% to 12/22/32/42%
* Outworld Devourer: Arcane Orb no longer ignores Ancients
* Phantom Assassin: Level 15 Talent reduced from -4 Armor to -3
* Phantom Assassin: Blur manacost increased from 20 to 30
* Puck: Intelligence gain increased from 2.4 to 2.7
* Sand King: Base damage reduced by 2
* Sand King: Strength gain reduced from 2.9 to 2.8
* Sand King: Agility gain reduced from 2.1 to 1.8
* Spectre: Haunt damage increased from 40/50/60% to 40/55/70%
* Spirit Breaker: Greater Bash damage reduced from 16/24/32/40% to 12/20/28/36%
* Storm Spirit: Intelligence gain increased from 3 to 3.2
* Storm Spirit: Static Remnant damage increased from 120/160/200/240 to 120/170/220/270
* Slardar: Level 20 Talent changed from +50 Attack Speed to +30% Lifesteal
* Slark: Pounce duration reduced from 2.75/3/3.25/3.5 to 2.5/2.75/3/3.25
* Slark: Dark Pact manacost from 55/50/45/40 to 60
* Slark: Shadow Dance duration from 4/4.5/5 to 4/4.25/4.5
* Slark: Agility steal now also occurs when an enemy dies within 300 units from you with the debuff, rather than only when you get the killing blow
* Slark: Level 10 Talent reduced from +8 Agility to +6 Agility
* Slark: Level 20 Talent reduced from +2s Pounce Leash to +1.5s
* Slark: Level 25 Talent reduced from +120s Essence Shift Duration to +100s
* Timbersaw: Strength gain increased from 2.1 to 2.4
* Timbersaw: Whirling Death tree bonus damage increased from 10/14/18/22 to 10/15/20/25
* Tusk: Strength gain increased from 3 to 3.4
* Undying: Level 20 Talent reduced from +6 Tombstone Attacks To Destroy to +5
* Undying: Level 25 Talent increased from Gains Reincarnation 200 CD to 250 CD
* Ursa: Fury Swipes damage reduced from 12/18/24/30 to 10/16/22/28
* Ursa: Level 15 Talent reduced from +16 Agility to +14
* Venomancer: Base agility increased by 4
* Venomancer: Level 15 Talent increased from +6% Poison Sting Slow to +8%
* Visage: Strength gain reduced from 3.2 to 3.0
* Visage: Grave Chill cast range reduced from 650 to 625
* Visage: Level 20 Talent reduced from +80 Familiars Movement Speed to +60

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Daily Deal – They Are Billions, 25% Off

7.20d:
==

* Melee heroes below 300 base movement speed increased by 5

* Tranquil Boots: Movement speed reduced from +28% to +24%
* Power Treads: Attribute bonus increased from 12 to 14
* Phase Boots: Now has the active again instead of the passive
* Mask of Madness: Movement speed changed from +12% to +25 constant
* Yasha: Movement speed changed from +8% to +25 constant
* Manta Style: Movement speed changed from +8% to +25 constant
* Sange and Yasha: Movement speed changed from +12% to +35 constant
* Yasha and Kaya: Movement speed changed from +12% to +35 constant
* Wraith Band: Recipe cost increased from 220 to 240
* Bracer: Recipe cost increased from 220 to 240
* Null Talisman: Recipe cost increased from 220 to 240

* Axe: Counter Helix damage reduced from 75/110/145/180 to 60/100/140/180
* Axe: Level 15 Talent reduced from +4 Mana Regen to +3
* Brewmaster: Primal Split cooldown increased from 140/120/100 to 140/130/120
* Brewmaster: Level 10 talent reduced from +30 Damage to +20
* Clinkz: Burning Army damage type changed from Pierce to Hero type (50% vs heroes to 100%)
* Clinkz: Burning Army base attack time increased from 1.5/1.35/1.2 to 1.75/1.6/1.45
* Dazzle: Intelligence gain reduced from 3.4 to 3.2
* Dazzle: Bad Juju cooldown reduction reduced from 30/40/50% to 20/35/50%
* Elder Titan: Level 25 Talent changed from Astral Spirit Grants Spell Immunity to +600 Echo Stomp Wake Damage
* Ember Spirit: Base armor increased by 1
* Faceless Void: Time Lock chance reduced from 10/15/20/25% to 10/14/18/22%
* Faceless Void: Level 10 Talent reduced from +20 Damage to +15
* Grimstroke: Ink Swell max damage reduced from 160/240/320/400 to 100/200/300/400
* Grimstroke: Ink Swell max stun duration reduced from 2/2.6/3.2/3.8 to 1.7/2.4/3.1/3.8
* Grimstroke: Soul Bind cooldown increased from 80/65/50 to 90/70/50
* Io: Tether heal/mp transfer rate from 1.2/1.3/1.4/1.5 to 1.05/1.2/1.35/1.5
* Juggernaut: Omnislash now removes debuffs on cast
* Juggernaut: Level 15 Talent reduced from +25 Attack Speed to +20
* Keeper of the Light: Will-o-Wisp now has a 100/125/150 gold bounty
* Keeper of the Light: Will-o-wisp manacost increased from 200/300/400 to 250/350/450
* Lich: Base movement speed reduced from 315 to 310
* Magnus: Empower cleave damage reduced from 30/45/60/75% to 20/38/56/74%
* Magnus: Level 15 Talent reduced from +15 Strength to +12
* Magnus: Level 20 Talent reduced from +12 Armor to +10
* Monkey King: Mischief invulnerability duration reduced from 0.3 to 0.2
* Nature’s Prophet: Agility gain increased from 2.8 to 3.3
* Nature’s Prophet: Wrath of Nature’s max targets increased from 16 to 18
* Phantom Assassin: Phantom Strike attack speed duration reduced from 2.5 to 2.25
* Phantom Assassin: Blur now has a 0.4 second cast point
* Phantom Assassin: Coup de Grace damage reduced from 230/340/450% to 210/330/450%
* Puck: Dream Coil stun duration from 1.5/2.25/3 to 1.8/2.4/3
* Rubick: Telekinesis cooldown increased from 28/26/24/22 to 34/30/26/22
* Rubick: Telekinesis lift duration reduced from 1.1/1.5/1.9/2.3 to 1/1.4/1.8/2.2
* Sand King: Sand Storm cooldown from 40/32/24/16 to 40/34/28/22
* Sand King: Burrow Strike stun duration from 1.9/2/2.1/2.2 to 1.6/1.8/2/2.2
* Sand King: Level 15 Talent reduced from +50 Sand Storm DPS to +40
* Slark: Leash distance increased from 350 to 400
* Slark: Shadow Dance movement speed reduced from 30/40/50% to 20/35/50%
* Slark: Level 25 Talent reduced from +100s Essense Shift Duration to +80s
* Spirit Breaker: Greater Bash damage reduced from 12/20/28/36% to 8/16/24/32%

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Daily Deal – Total War: ATTILA and DLCs, up to 80% Off

7.20d:
==

* Melee heroes below 300 base movement speed increased by 5

* Tranquil Boots: Movement speed reduced from +28% to +24%
* Power Treads: Attribute bonus increased from 12 to 14
* Phase Boots: Now has the active again instead of the passive
* Mask of Madness: Movement speed changed from +12% to +25 constant
* Yasha: Movement speed changed from +8% to +25 constant
* Manta Style: Movement speed changed from +8% to +25 constant
* Sange and Yasha: Movement speed changed from +12% to +35 constant
* Yasha and Kaya: Movement speed changed from +12% to +35 constant
* Wraith Band: Recipe cost increased from 220 to 240
* Bracer: Recipe cost increased from 220 to 240
* Null Talisman: Recipe cost increased from 220 to 240

* Axe: Counter Helix damage reduced from 75/110/145/180 to 60/100/140/180
* Axe: Level 15 Talent reduced from +4 Mana Regen to +3
* Brewmaster: Primal Split cooldown increased from 140/120/100 to 140/130/120
* Brewmaster: Level 10 talent reduced from +30 Damage to +20
* Clinkz: Burning Army damage type changed from Pierce to Hero type (50% vs heroes to 100%)
* Clinkz: Burning Army base attack time increased from 1.5/1.35/1.2 to 1.75/1.6/1.45
* Dazzle: Intelligence gain reduced from 3.4 to 3.2
* Dazzle: Bad Juju cooldown reduction reduced from 30/40/50% to 20/35/50%
* Elder Titan: Level 25 Talent changed from Astral Spirit Grants Spell Immunity to +600 Echo Stomp Wake Damage
* Ember Spirit: Base armor increased by 1
* Faceless Void: Time Lock chance reduced from 10/15/20/25% to 10/14/18/22%
* Faceless Void: Level 10 Talent reduced from +20 Damage to +15
* Grimstroke: Ink Swell max damage reduced from 160/240/320/400 to 100/200/300/400
* Grimstroke: Ink Swell max stun duration reduced from 2/2.6/3.2/3.8 to 1.7/2.4/3.1/3.8
* Grimstroke: Soul Bind cooldown increased from 80/65/50 to 90/70/50
* Io: Tether heal/mp transfer rate from 1.2/1.3/1.4/1.5 to 1.05/1.2/1.35/1.5
* Juggernaut: Omnislash now removes debuffs on cast
* Juggernaut: Level 15 Talent reduced from +25 Attack Speed to +20
* Keeper of the Light: Will-o-Wisp now has a 100/125/150 gold bounty
* Keeper of the Light: Will-o-wisp manacost increased from 200/300/400 to 250/350/450
* Lich: Base movement speed reduced from 315 to 310
* Magnus: Empower cleave damage reduced from 30/45/60/75% to 20/38/56/74%
* Magnus: Level 15 Talent reduced from +15 Strength to +12
* Magnus: Level 20 Talent reduced from +12 Armor to +10
* Monkey King: Mischief invulnerability duration reduced from 0.3 to 0.2
* Nature’s Prophet: Agility gain increased from 2.8 to 3.3
* Nature’s Prophet: Wrath of Nature’s max targets increased from 16 to 18
* Phantom Assassin: Phantom Strike attack speed duration reduced from 2.5 to 2.25
* Phantom Assassin: Blur now has a 0.4 second cast point
* Phantom Assassin: Coup de Grace damage reduced from 230/340/450% to 210/330/450%
* Puck: Dream Coil stun duration from 1.5/2.25/3 to 1.8/2.4/3
* Rubick: Telekinesis cooldown increased from 28/26/24/22 to 34/30/26/22
* Rubick: Telekinesis lift duration reduced from 1.1/1.5/1.9/2.3 to 1/1.4/1.8/2.2
* Sand King: Sand Storm cooldown from 40/32/24/16 to 40/34/28/22
* Sand King: Burrow Strike stun duration from 1.9/2/2.1/2.2 to 1.6/1.8/2/2.2
* Sand King: Level 15 Talent reduced from +50 Sand Storm DPS to +40
* Slark: Leash distance increased from 350 to 400
* Slark: Shadow Dance movement speed reduced from 30/40/50% to 20/35/50%
* Slark: Level 25 Talent reduced from +100s Essense Shift Duration to +80s
* Spirit Breaker: Greater Bash damage reduced from 12/20/28/36% to 8/16/24/32%

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Review: Farabel

Here is a game with a novel and interesting twist. At first glance, Farabel may appear to be a fairly standard turn-based fantasy strategy game. However, start playing, and you immediately realise that, in a Memento-style plot twist, you actually begin at the end of the story and finish at the beginning. The upshot is that Farabel commences at the climax of a long and bloody conflict between humans and orcs. Play through to the end of the thirteen scenarios and you will travel right back to the beginning of the conflict, discovering why the two races got so cross with each other in the first place.

You play as human leader Cendor, and each time that you manage to lead your army to victory, you will be pushed back a little further in time. The problem with this temporal regression is that it causes poor Cendor’s battle experience to diminish. Consequently, Cendor’s skills will actually decrease as the game progresses. This is a bit of a bummer, but manipulating time does also have its advantages. During the course of each battle, Cendor has the power to reverse time. He first chooses a unit that has already completed its actions, said unit will then rewind to its original position as of the start of the round. This allows the unit to recover from any damage or ill effects that they may have recently suffered. Better still, the unit can move, attack and use abilities for a second time. It is a powerful ability and consequently, Cendor can only call upon this power a maximum of three times during each battle.

Battle9

The action is portrayed in a low-key style, the unit graphics being quite simplistic and the map rather sparse without much visual appeal. It can be difficult to differentiate between certain units and the lack of an option to zoom in close or rotate the battlefield doesn’t help matters. The interface follows a similar minimalist philosophy but actually works really well. All of the actions only take two or three taps to execute, without any sub-menus or extra options to worry about. Each round, small coloured indicators will dim when a unit has used its movement or offensive actions, which makes issuing commands a breeze. This means that after a look at the brief tutorial, even inexperienced players will be ready to jump right into the thick of the action.

The bleak landscapes do not really present many opportunities for tactical manoeuvring, but the interplay between the various troop types certainly does. Battles rarely involve more than a dozen units, so the focus is on skirmishing. The units have a nice range of abilities: mounted troops can boost their attacks by charging into the heart of the battle, whilst scouts can teleport around the outskirts, peppering enemy units with crossbow bolts. You will also always have your healer on hand to dispense any necessary first aid. Enemies are similarly well designed, having a range of different powers, ensuring that the game remains challenging. The scenarios are also nicely varied, with an assortment of different goals. One level may see you trying to flood an enemy occupied village, whilst another will see you placed underground battling hordes of goblins, whilst simultaneously trying to destroy their points of entry. Some scenarios also have powerful boss creatures to overcome.

Battle 2

Sometimes these levels rely a little too much upon trial and error. Hidden enemies often ambush your troops leaving them vulnerable. Often, the only option is to restart the scenario with the only consolation being that forewarned is forearmed. When planning your manoeuvres it would have been useful to have some graphical representation of enemy movement and attack zones, rather than being forced to count hexes. There is a satisfying difficulty curve to these battles, but with no mid-point save options, defeat will mean that you will have to restart the current level from scratch.

The variety in the abilities of units on both sides and the range of different scenario goals means that you constantly have to tinker with your strategy. The time manipulation mechanic requires a further layer of tactical thinking. Deciding when to use your leader’s ability to reverse a unit’s turn so that they can take a second action is a key consideration. Furthermore, having to reduce your leader’s abilities initially feels very counterintuitive, but turns out to actually be a very effective part of the game’s design. It can be really tricky to decide which of Cendor’s five abilities to reduce. The inevitable decline in your leader’s prowess means that you will inevitably have to switch from a gung-ho approach to a much more considered one.

Level Down

Once you have battled your way through to the end, or rather the beginning, of the main story, there are a few other options to keep you occupied. You can earn prestige in the daily challenges, or use gold to build an army from scratch. This army can then be used to either play through a series of different battles or to survive as long as possible against a never-ending stream of enemies. It would have been the icing on the cake to have a player versus player option but there is certainly plenty of content here. The whole package represents excellent value for money.

Build Army

Farabel is a game that doesn’t take itself too seriously; the bickering characters and humorous unit descriptions regularly poke fun at fantasy stereotypes. Even the rousing but clichéd music seems to be a bit of a parody. The background story is presented in short amusing sequences that do not outstay their welcome. The game itself manages to be both entertaining and challenging. The time travel mechanic could have been just a cheap gimmick but in fact, it turns out to be a clever and thought-provoking addition. Some may find Farabel’s straightforward approach too simplistic, but for anyone looking for something a little different, this is well worth considering.

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Earn Double Gold Points when you pre-purchase the digital version, plus more when you add the Fighters Pass

Earn Double Gold Points when you pre-purchase the digital version, plus more when you add the Fighters Pass

The Super Smash Bros.™ Ultimate game for the Nintendo Switch™ system is set to come out swinging on Dec. 7 with a huge roster of fighters, stages, items, and modes.

Make sure you’re ready to play as soon as it’s released by pre-purchasing the digital version of the game and you’ll score double Gold Points. That means you get up to 300 points when you pre-purchase the game, then a bonus 300 points when the game comes out.

Want even more points? If you pre-purchase the Fighters Pass along with the digital version of the game, you can score 425 bonus points instead of the 300 bonus points you’d get by only pre-purchasing the game.

By pre-purchasing the game, you’ll also be qualified to receive a download code for the Piranha Plant in-game character*. The download code for the Piranha Plant in-game character will be sent to the email address associated with your Nintendo Account, and you’ll receive the new fighter when it becomes available in early 2019.**Don’t forget that you can use the Gold Points you earn toward the purchase of select digital games and DLC for Nintendo Switch, or a Nintendo Switch Online membership.

Learn more about the game or buy now on the official site.

The double Gold Points pre-purchase offer ends Dec. 6 at 8:59 p.m. PT. Bonus points will be issued on the game’s launch day, are earned based on the original list price of the game or game + Fighters Pass on Nintendo eShop, and will vary by country and currency. A Nintendo Account is required to receive and redeem My Nintendo points. Terms apply. https://accounts.nintendo.com/term_point.

* Purchase the digital version of the game or register your physical game card on your Nintendo Switch device by 1/31/2019 at 11:59 p.m. PT to qualify.

**A software update may be required to receive the downloadable content.

The download code for the Piranha Plant in-game character expires 6/30/2019 at 11:59 p.m. PT. Full version of game required to use DLC.


Cartoon Violence
Comic Mischief
Suggestive Themes
Users Interact
In-Game Purchases

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Daily Deal – Mafia III, 75% Off

7.20c:
==
* Wraith Band: Attack speed bonus reduced from 7 to 6
* Wraith Band: Recipe cost increased from 210 to 220
* Bracer: Recipe cost increased from 210 to 220
* Null Talisman: Recipe cost increased from 210 to 220
* Sange: Recipe cost reduced from 650 to 600
* Yasha: Recipe cost reduced from 650 to 600
* Kaya: Recipe cost reduced from 650 to 600
* Bloodstone: Charges increased from 12 to 14
* Bloodstone: HP/MP regen per charge increased from 0.25 to 0.3

* Bounty Hunter: Agility gain reduced from 3.0 to 2.7
* Bounty Hunter: Track cast range reduced from 1200 to 1000
* Brewmaster: Cinder Brew activation mechanic has been reworked. It now ignites anytime a target is dealt 80 spell damage or more, dealing 20/25/30/35 DPS for 3 seconds. (If you activate it while the debuff is already going, it will extend the ignite debuff duration. If activated after the ignite debuff wears out, a new ignite debuff will be added)
* Brewmaster: Cinder Brew primary buff duration is no longer extended when activated (they are seperate debuffs now).
* Brewmaster: Level 25 Talent reduced from +200% Drunken Brawler Critical Strike to +175%
* Centaur: Stampede slow duration increased from 1.8 to 2.3 seconds
* Chaos Knight: Chaos Strike lifesteal increased from 35/40/45/50% to 35/45/55/65%
* Clinkz: Attack range increased from 640 to 650
* Clinkz: Burning Army base attack time improved from 1.65/1.5/1.35 to 1.5/1.35/1.2
* Clinkz: Level 20 Talent increased from +100 to +125 Attack Range
* Dazzle: Shadow Wave cooldown increased from 13/11/9/7 to 14/12/10/8
* Death Prophet: Base movement speed increased from 310 to 315
* Death Prophet: Level 10 Talent increased from +12% Magic Resistance to +15%
* Death Prophet: Level 20 Talent increased from -2s Crypt Swarm Cooldown to -3s
* Doom: Devour hp regen reduced from 5/10/15/20 to 4/8/13/18
* Drow Ranger: Marksmanship now deals bonus 120 physical proc damage against heroes
* Elder Titan: Astral Spirit attack damage per hero reduced from 20/40/60/80 to 15/30/60/80
* Elder Titan: Astral Spirit cooldown increased from 16 to 17
* Ember Spirit: Sleight of Fist bonus damage increased from 35/70/105/140 to 40/80/120/160
* Ember Spirit: Level 10 Talent increased from +200 Flame Guard Absorption to +250
* Ember Spirit: Level 15 Talent increased from +50 Flameguard DPS to +60
* Enchantress: Base armor increased by 2
* Faceless Void: Time Lock damage reduced from 30/40/50/60 to 25/30/35/40
* Gyrocopter: Strength gain increased from 2.1 to 2.3
* Kunkka: Tidebringer cleave damage increased from 150% to 165%
* Lina: Base armor increased by 1
* Lone Druid: Base armor reduced by 2
* Lone Druid: Agility reduced from 24 + 2.7 to 20 + 2.4
* Lone Druid: Spirit Link cooldown rescaled from 44/36/28/20 to 43/36/29/22
* Lone Druid: Level 10 Talent reduced from +175 Attack Range to +150
* Lone Druid: Level 20 Talent changed from +40 Spirit Link Attack Speed to -0.2 Spirit Bear Base Attack Time
* Luna: Agility gain reduced from 3.3 to 3.1
* Luna: Level 10 Talent reduced from +20 Attack Speed to +15
* Luna: Level 20 Talent reduced from +10 All Stats to +8
* Luna: Lunar Blessing night vision reduced from 250/500/750/1000 to 200/400/600/800
* Lycan: Howl attack speed reduced from 21/34/47/60 to 20/30/40/50
* Meepo: Divided We Stand XP gain reduced from 50% to 40%
* Meepo: Level 15 Talent reduced from +40 Poof Damage to +30
* Nature’s Prophet: Base armor increased by 1
* Nature’s Prophet: Agility gain increased from 2.4 to 2.8
* Naga Siren: Level 15 Talent reduced from +15 Agility to +12
* Outworld Devourer: Intelligence gain increased from 2.7 to 3.0
* Outworld Devourer: Base armor increased by 1
* Outworld Devourer: Equilibrium slow from 12/20/28/36% to 12/22/32/42%
* Outworld Devourer: Arcane Orb no longer ignores Ancients
* Phantom Assassin: Level 15 Talent reduced from -4 Armor to -3
* Phantom Assassin: Blur manacost increased from 20 to 30
* Puck: Intelligence gain increased from 2.4 to 2.7
* Sand King: Base damage reduced by 2
* Sand King: Strength gain reduced from 2.9 to 2.8
* Sand King: Agility gain reduced from 2.1 to 1.8
* Spectre: Haunt damage increased from 40/50/60% to 40/55/70%
* Spirit Breaker: Greater Bash damage reduced from 16/24/32/40% to 12/20/28/36%
* Storm Spirit: Intelligence gain increased from 3 to 3.2
* Storm Spirit: Static Remnant damage increased from 120/160/200/240 to 120/170/220/270
* Slardar: Level 20 Talent changed from +50 Attack Speed to +30% Lifesteal
* Slark: Pounce duration reduced from 2.75/3/3.25/3.5 to 2.5/2.75/3/3.25
* Slark: Dark Pact manacost from 55/50/45/40 to 60
* Slark: Shadow Dance duration from 4/4.5/5 to 4/4.25/4.5
* Slark: Agility steal now also occurs when an enemy dies within 300 units from you with the debuff, rather than only when you get the killing blow
* Slark: Level 10 Talent reduced from +8 Agility to +6 Agility
* Slark: Level 20 Talent reduced from +2s Pounce Leash to +1.5s
* Slark: Level 25 Talent reduced from +120s Essence Shift Duration to +100s
* Timbersaw: Strength gain increased from 2.1 to 2.4
* Timbersaw: Whirling Death tree bonus damage increased from 10/14/18/22 to 10/15/20/25
* Tusk: Strength gain increased from 3 to 3.4
* Undying: Level 20 Talent reduced from +6 Tombstone Attacks To Destroy to +5
* Undying: Level 25 Talent increased from Gains Reincarnation 200 CD to 250 CD
* Ursa: Fury Swipes damage reduced from 12/18/24/30 to 10/16/22/28
* Ursa: Level 15 Talent reduced from +16 Agility to +14
* Venomancer: Base agility increased by 4
* Venomancer: Level 15 Talent increased from +6% Poison Sting Slow to +8%
* Visage: Strength gain reduced from 3.2 to 3.0
* Visage: Grave Chill cast range reduced from 650 to 625
* Visage: Level 20 Talent reduced from +80 Familiars Movement Speed to +60

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Meteorfall: Journey to get new content this December

Meteorfall: Journey quickly became one of our favourite card games after it was released in February this year. Since then it’s had countless patches and two major content updates, the most recent of which was in September.

All of this has been for free, and developer Slothwerk is getting ready to add yet more content in a new update coming this December.

Titled ‘The Queen of Shadow’, this new patch is modest but adds some interesting twists to keep the game fresh. Firstly, it adds a new skin ‘Rose, Queen of Shadow’. Not just cosmetic, this new visage also comes with a changed start deck, with 10 new cards added to Rose’s loot table:

  • Corruption
  • Bewitch
  • Acolyte’s Hood
  • Enfeeble
  • Helm of the Bat King
  • Devil’s Bargain
  • Soul Chalice
  • Feedback
  • Amulet of Cosmic Horrors
  • Dark Presence

The update also comes with tweaks – a big-fix for Mining Pick and an few UI revisions. The full patch-notes (for all the patches to the game to date, as it happens) can be read here, such as they are.

Are you still enjoying Meteorfall? Will this update make you go back? Let us know!

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Review: Royal Adviser

The kingdom weathers a period of transition, and the time is ripe for a savvy council member to consolidate their power and make a play for the throne. This is the setup of Royal Adviser, which wants to give you the world, wants to provide an occasion of droll social bonding while running a demanding, skilful contest of numbers and wits.

Not for nothing have games like these, now clustered under the big-tent genre of ‘social deduction’, become rather popular in the past few years. They’re a smart hybrid, difficult to design and playtest thoroughly but immensely satisfying when done just right. Which Royal Adviser, does, mostly. Advisedly.

First, a little background on similar games. In social deduction, the game’s goals and stages are bolstered by secret teams, individual win conditions, betrayal mechanics and a voting system. So there’s that tension between the outward facts of the game and the inward truth: who’s a werewolf, who’s a fascist, who’s the hidden baddie, etc. And the meat of the experience comes from guessing individually & arguing publicly what these social secrets are.

RA2

So is Royal Adviser any good? The app itself is easy to use, and the game quite nuanced and fairly well-made. It’s loads better than most similar apps and, but at the same time makes a poor showing when compared to the tabletop giants which preceded it.

That’s putting the horse before the cart, though. Forget how it feels, how does Royal Adviser play? Well, everyone starts with a hidden objective, like raising the happiness or military stat of the kingdom past a certain threshold. Each round is split into a series of small, subtle player actions clustered around a big vote. Most actions are private and hidden, subtly adjusting the kingdom stats or peeking ahead at future voting decisions. So most of the game’s conflict revolves around this subtle game of cat-and-mouse.

RA3

Just like in Reigns, the overall status and well-being of the kingdom is divided into Happiness, Military, Wealth and Religion. And also like in Reigns, the decisions made by the adviser are by-and-large stat trade-offs, shifting strength from one area to the next while creating pockets of inequality. But while the voting in public and alliances are encouraged, each court member has a different endgame.

To make this vote possible, the players each have an ‘influence’ stat which quantifies the exact degree they can sway the proceedings. My favorite twist, though, is the very powerful, (sometimes self-destructive), j’accuse option. If you believe another player is acting obviously and has thereby revealed what their ultimate goal is, they can declare what agenda another player has. If the guesser is correct, they take half of the target’s influence. In the reverse case, the opposite happens. Most games don’t have such an open-ended nuclear option, never mind put it so readily in the player’s hands. Scorched earth, baby.

RA4

90% of the game is subtle, granular and slow-moving. Alliances are proposed and rejected, manipulations raise and lower stats by a single point. It’s a pass-and-play game, so this pace of play means there’s time for snacks and little side talk. Not much, though, because savvy players need to keep track of pretty much everything going on. The small actions add up to patterns which point to specific player strategies and goals. Unlike, say, Avalon, Resistance or Werewolf, the game isn’t broken up into teams of goodies and baddies, red vs. blue. Instead, from the get-go everyone is a rogue agent looking out for number one. In a way this sidesteps the greatest drawback of social deduction games: sometimes they become a very specific, very narrow type of puzzle. Hunt for the outlier, cluster around the normies. It becomes a race to construct a maximally coherent logical account, and people’s testimony, the whole social atmosphere just gets ‘mechanized’ as part of the game’s normal decision space.

Royal Adviser, thanks to its free-for-all format, doesn’t fall prey to this at all. It has individual moments of betrayal and confrontation but in general plays more like a long bout of public policy than an extended village (witch) trial. It reminds me of a more complex Candy Chaser: you win by advancing your agenda in a race against the other players but must balance the need for speed against the need for secrecy. The ‘social’ component is side-lined. No shouting matches based on who wiggled their chair or ‘looks suspiciously’ a fun but loaded phrase which has launched many a dispute.

RA5

The game is a little too ponderous for its own good, having stripped out too much of the dynamism and discussion the social brings to pass-and-play. It’s not quite Werewolf and not quite Castles of Burgundy and suffers from being betwixt. The influence-ranking is a nice way of qualifying votes, and it can get redistributed to other players through slander and accusations. Still, this is actually a better game than its digital format allows: the fluency of play and turn turnover (yes, really) obscure some of its best moments.

Really well-made from both a gameplay and app-perspective, the actual experience falls a little short. Add to that the fact that there is no play-vs-AI and no real tutorial and the game’s good points start looking a little inconvenient, even downright shabby. It’s a good game for pregaming main events, like before a movie, meal or some other gathering, and it avails itself well of these opportunities, but the limited functionality and longer playtime make it more suited to online or AI play, both of which do not exist in the game’s current form. Taken on its strengths and merits from a design and game hobbyist perspective, Royal Adviser is stellar. The reality is less intriguing, though still worth a try for its divergent take on social deduction & betrayal-style games.