Fableborne Reveals Details on New Changes Introduced in Holders Playtest
Fableborne players can experience the biggest update to the game so far in the exclusive Primordial Holders Playtest, with the developers revealing a detailed overview of the various new changes introduced, among which include making each hero have a distinct playstyle while adding in a new hero, an alarm system, new Defense Units, and more.
The Fableborne team has published a detailed overview that reveals details on the new changes introduced in the latest game build for the first exclusive Primordial Holders Playtest, which just went live on October 25th at 11 AM UTC.
What’s Included in the New Version?
According to the team’s announcement upon having the playtest go live, this latest version of the base-building action RPG marks the biggest update to be released to the Web3 title so far. As previously revealed, this playtest comes with a new melee hero called Nix, two new Defense Units: Healer and Sniper, alongside various other enhancements.
In the latest update post, the developers revealed what issues they wanted to resolve from the previous game build while providing a list of the new changes. Some of the issues they wanted to deal with included unclear hero playstyle, overly large upgraded islands, complicated map layout, and more.
The following changes have been made in order to solve these and other issues in an effort to provide clarity that leads to a better gameplay experience.
Changes to Heroes, Buildings & Monsters
Heroes are now able to make it to level 40, with each hero now having a specific playstyle and purpose thanks to giving a distinct specialization to each of them. Every hero now have “different weights, affecting how they’re pushed back by the Tremor Tower,” and it’s now possible to upgrade them twice per island level, with the exception of the first short level. Attacks that are successful now halt monsters for a moment, and you can now make use of more rare and legendary talents gain a significant power boost.
As for buildings and monsters, an alarm system has been added to the free-to-play title, making it so that when you attack a building or a monster, other nearby enemies will be alerted and start charging at you to make things more difficult.
When it comes to monster-specific changes, bats can now actually freeze your hero when bit, while lizards now go together in larger groups and golems are now not only harder but also faster after accelerating, so get ready for some intense fights. As for the explosive bug, players will now no longer find it due to it being removed, with the team starting that it is “currently deemed unfit for the game.” However, it may be reintroduced together with traps at some point later on.
These are just some of the new changes from the official Medium post that you can experience in the ongoing playtest that is available to holders of Primordial NFTs.