Hello everyone!
A big thank you for all the feedback I have received so far. The game is in a really good place because of it. Over the next few weeks I will be focusing on any last bug fixes, a couple of balance changes, testing this patch. After that a stable demo will be uploaded for the Steam Roguelike Deckbuilder Festival at the end of March. Based on how feedback from that event goes, I'll then work towards Early Access release or back to further playtesting to improve the user experience.
All that said, now is a really important time. If you haven't played the game in a while, go in and give it a go!
Changes:
Visuals
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Added art for all of the Magic source cards.
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Changed art for the timeline to make it take up less space and be clearer.
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Added some text to gear to explain what it does.
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Added animations to the sidekick buttons.
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Made it more clear how to interact with sidekicks.
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Added some warnings for common things you might forget before a fight (shopping, deck size).
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Added stats on times used exceed, cycle and hero points to the end screen.
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Added an icon to show when a sidekick is ready to use to the timebar.
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Changed the tooltip of "Free" to be more reflective of what it actually does.
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Make the card "Berserker" more clear.
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Fixed the background for the popup when you gain fame in battle.
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Added pause on villains turn to the pop out in combat. This was something that would be helpful to new players but could be hidden away.
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Fixed the bar extending for incredibly long timing on cards.
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Stopped tooltips showing up when the camera was zoomed in.
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Made AoE attacks more clear. This is still something being actively worked on.
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Changed the background on Act end to the combat background, so you can see it without it being so obstructed.
Balance
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-1 might to the injured enemy in fight 2. Fight two was a major place to be stalled out. This helps decks where you lack burst damage to kill the injured enemy immediately.
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Added two Sneers to the lowest difficulty setting.
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Increased starting fame on lowest difficulty by 1.
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Detonating is affected by exceed now.
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Added a second pressure point strike to the base Blue Flash.
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Increased Hammer Blow attack by one.
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Impossible Dodge Cost reduced to one.
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Added another Teleport and Punch to the base deck of Magic in exchange for a Block and Focus.
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Added one block to Red Hand to help reduce how often you will get chain Ruptured.
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Monologue now gives +1 might.
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Teleport added to the draft pool for Magic.
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Buffed My Only Weakness by reducing the amount of rupture and combo needed.
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Seal Break was changed from Heal 2 to Regenerate 6.
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Added Heal 5 self to pain channel.
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Secret Whispering increased to 4 cost.
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Wearing Down changed from drain on recovery to flat Drain 2 on play. The win rate is quite high and this effect was causing issues.
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Reduced Barrier by 1 and increased block by 2 on Crimson Aegis. Now it is a solid pick to replace blocks or Concrete Essences as an early pick, making it easier to transition into Desperate.
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Reduced the cost and damage of Elbow Strike by one.
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Lowered the amount needed to combo by 1 for Routine.
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Changed the Magic starter deck.
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Increased the momentum of Haste by 1.
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Increase Desperate and block on Blood Wall by 1.
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Increased damage of Crimson Spear by 1 and reduced Rupture by 1.
Bug Fixes
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Fixed a bug where Skull Crack would pop up a zero
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Fixed a bug where having more Prepared than the Recovery cost would cause issues with time.
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Fixed a bug where beating difficulties was sometimes not being recorded.
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Fixed a bug where On Exile Effects weren't stacking eg "Draw 1 card, Draw 1 card".
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Fixed a bug where too many triggered draws would cause hand issues.
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Made the run history show the first sidekick power you choose.
Added Content
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Added Kinetic Gauntlet into the game. A gear that helps Combo builds.
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Magic starts with Concrete Essences instead of Blocks on higher difficulties.
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Added sidekick power: Rupture all enemies for 1.
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Added test to Unlock screen choices.
Changed files in this update