And we are very proud to announce the new game published by our studio: Banners Of Ruin. A roguelike card game with turn-based fights and breathtaking graphics. How not to fall in love? https://store.steampowered.com/app/1075740/Banners_of_Ruin
We are very proud to announce the new game Banners Of Ruin by MonterBearo
A roguelike card game with turn-based fights and breathtaking graphics. How not to fall in love?
Dungeon generator: avoid exception when no slabs on island
Localize Bag in armory
Disable Hardware Statistics that cause error on offline players
Add missing translation on Scoring Panel (Defeat)
Fix loading screen display
Fix on Scoring panel
Help card panel text fit fix
Fix volume on ambient sounds
Fix an error in dialogue system plugin
Prevent empty collection exception in animation stack
Fix chest panel valid slot display
Fix editor slab tags in Map Editor
Fix serialization problems in Map Editor
Fix some build issues when using Text mesh pro plugin
Loading: Avoid error in restorator when 2 squares exist on same position
Cheers, Seenapsis Studio & Goblinz Studio
Teasing of next update: World 3, the Envy World
Hello everyone,
Sorry for the lack of news, we will come up with a new update around the end of the month. The team of Seenapsis is working on this new content, we hope you'll love it.
Here are some sketches of new stuff:
And an overview of things you'll find in this new update:
New world 3! New boss, new monsters, new events, new levels, new spells, equipements & unique missions.
The end of the story mode
Added Equipement Deck in battle, every team member now has different weapons
Automated save after every turn. You can now save during the game and come back later.
A lot of bugfixes
A lot of balancing
Cheers, Seenapsis Studio & Goblinz Studio
Second patch and new improvements
Patch 2
A Long Way Down has its second patch! We fixed many issues. Thanks to the feedback from our community, the game is constantly evolving.
Improvements: - Hide Helplist and inventory when interface locked - Improve play position manager behaviour - Play VFX on endturnbutton when no actions remaining (only when autoendturn in dungeon is off) - AI - rotate slab: Put priority on slabs with more walls, and avoid using half rotate on slabs with opposite walls - Hide voice slider and change toggle icon - Pathfinding: avoid trap if possible - Slab cards are now drawn in a smarter way - Switch secondary characters diamond to simplify clicking on up-right slab - Improve monster cards' drawing in battle - Add discord and guide buttons on main menu - Add version number on options menu
Localization: - Fix missing locales on mission titles
Issues: - Fix error in reward panel - Fix temp enclosure modifiers - Reset to Auto Graphics API for Mac - Fix flee after mission failed - Force mission failed check to use the mission progress - Avoid wrong item to be deselected when drag start - Handle missing requirements to complete a mission (e-g: not enough monsters to kill) - Fix potion animation & potion targets - Fix blocker when opening sarcophagus - Fix error in battle when selected target is dead
First technical update & roadmap until release
Hello everyone,
Thank you for waiting for this technical update!
Here's the roadmap for the next months! Keep in mind it may change and you can suggest new things to us.
Keep in mind all of these updates will feature new monsters, new cards and potentially new equipments.
February: debug, optimization & balancing of the current state.
March: version fully clean of bugs, world 3 (end of story mode) & teasing of the Ascension mode.
April / May: Ascension release with a new character to unlock (4th one)
May / June : Full release & 5th character
Issues:
Fix combo of Smart Attack
Fix Bug spell
Fix W2E3 mission: "Don't kill any monster except Zanahoria"
Fix sarcophagus panel monster apparition
Add a check on reach slab mission when no more slab and trigger game over if required
Change target icon on Taunt appliance
Fix battle card selection problem
Fix hardening recipe
Lock main menu & dungeon top right menu during non-playable phase
Fix zanahoria heal
Rebind hit sound for marcus & nefi
Add a lock on inventory to prevent opening on feedback editor
Avoid error when mission is succeeded but not submitted
Fix an issue when main mission succeed and bag is full
Fix infinite loading screen after W1E3 (we're crossing fingers :))
Fix stuck UI when starting an old enclosure
Fix exception when starting a new game after finishing EA
Improvments:
Add equipped icon on spells in craft & prompt player when trying to recycle equipped spells
Add a fadeout on save load / creation
Add skip button on tutorial
LD / GD:
Allow crafting of unique items
Localization:
Fix some spelling mistakes or issues
Update chinese localization
Localization of save names
Launch, Technical issues & pending discussions
Hello everyone,
We got pretty positive feeback from people who like our iteration on Deck building games!
A lot of people had technical issues with the game. We're dedicated to solve them as soon as possible. Here's what we're doing to change this:
Getting your logs & reports when you have them. PLEASSEEE help us if you had any technical issues => support@goblinzstudio.com
We have an internal QA, but it seems our hardware is limited, too powerful or not set properly? Anyway we contacted a QA agency to help us find the odd bugs... We are like 30 people and no one had the infinite loop issue!
Devs are already patching thing and adding "safe measures" to prevent infinite loops / crashes to happen in the code. Obviously, it's only temporary before hunting, finding and fixing definitely those bugs.
So it is very likely you'll get patches this next week! Thank you for your patience.
Seenapsis & Goblinz are also discussing the Early Access roadmap and what we kind of updates we will add to the game! Let us know what YOU would like to see :)