Ardor is now a roguelike! Standard mode now delivers a randomly picked progression of levels, escalating in difficulty up until the boss. Enemies drop cards, allowing you to actually build your deck. Everything needed is now in place to create a different experience across repeated runs.
Total level count has more than tripled to support random selection, and more are on the way
Multiple new cards and abilities. Combine cards together to trim and craft your deck
New enemies with alarming new mechanics
This update provides the framework that I'll be layering new content onto. I'll continue adding levels, cards and enemies to the current run as it is now; and I'll add new difficulty tiers and bosses beyond the current victory screen. A lot of the appeal of the deck crafting is in your investment for the future of your deck, so I definitely want to make extending run length a priority.
Patch Notes
-New levels, cards, attributes. Some of the new enemies are also in Endless Mode
-Some balance tweaks on existing cards and enemies
-Infusion is now always enabled. Now that you can obtain new cards the fact that Infusion trims your deck is desirable. Fixed some crashes and bugs caused by the Infusion menu, and added some sounds and polish.
-NOTICE: The level loading for Standard Mode has been overhauled to support the randomly chosen structure, so old Standard Mode saves can no longer work and will be wiped by this update.
-NOTICE: Lots of new sprites have been added, so old save files will populate your cards' art with the wrong sprites. It won't have any impact on gameplay, you'll just have randomly generated card art until you make a new save.
Update Notes for May 30th
A lot of new stuff is on the way! Currently working on system for looting new cards from enemies. Quite a few new levels and enemies already exist under the hood, and I'll be adding many more. I haven't finalized the system for campaign mode advancement being a random set of escalating levels, so 'Levels' is a quick thrown together playlist of levels for now.
-Fixed bug introduced by color picker update where all number tiers cost the same (thanks LeoninoMalino)
-Fixed typo in tutorial (thanks LeoninoMalino)
-Fixed bug where resetting your turn after killing an enemy didn't reset the currency you'd gained by killing the enemy
-NOTICE: New sprites have been added, so old save files will populate your cards' art with the wrong sprites. It won't have any impact on gameplay, you'll just have randomly generated card art until you make a new save.
Update Notes for May 22nd
-Colorblind Accessibility: Added color picker option in menu for card numbers.
Update Notes for May 22nd
-Hex attack patterns have an overlay outlining the whole pattern, helping to distinguish in cases where the pattern covers both empty and occupied hexes.
-If you hover over a hex that's threatened by enemies, that same overlay will now highlight who all's attacking that hex.
-Fixed a crash caused by this overlay that could be triggered by resetting turn while a card was applying overlay to hexes
Update Notes for May 21st
-Added new level and enemy
-Reworked how knockback and movement works under the hood to make it possible for enemies to knockback the player. I've fixed all the resulting bugs I've found but please let me know if you find any I've missed. (No enemies actually use this ability yet, it's just setting up future content.)
-Infusion now only transfers attributes, not actions. A card loot system that will allow actual deckbuilding is on its way.
-You can now unplay a card just by clicking on it, rather than having to drag it back down.
-Cards are no longer allowed to display tooltips while being upgraded, to avoid obscuring upgrade menu UI.
-Enemies are now separated into tiers. The tier of an enemy also determines how many kills it counts as for your cards
-Improved various UI; Player is now more visible when under threat of enemy damage, Enemy ability display is being worked on and now tells you enemy tier and teeth reward.
-NOTICE: New sprites have been added, so old save files will populate your cards' art with the wrong sprites. It won't have any impact on gameplay, you'll just have randomly generated card art until you make a new save.
Update Notes for May 17th
-Fixed some bugs that could occur on high upgrade levels of Poking Knife, any resulting crashes should now fixed
-Changed attack speed on Poking Knife so that additional attacks will play out quicker in the same space of time
-NOTICE: New sprites have been added, so old save files will populate your cards art with the wrong sprites. It won't have any impact on gameplay, you'll just have randomly generated card art until you make a new save.
Update Notes for May 15th
-Added new levels and a boss fight to Normal Mode
-Small UX changes; added clickable menu icon as another way of accessing pause menu, added notification that progress will be saved upon quitting, etc.
-NOTICE: New sprites have been added, so old save files will populate your cards art with the wrong sprites. It won't have any impact on gameplay, you'll just have randomly generated card art until you make a new save.
Update Notes for May 14th
-Improved save compatibility between versions. If you have an old Endless save in progress before a patch, the game should now regenerate the specific arena you were on, but you should be able to keep general progress and deck. This will hopefully fix crashes due to new builds rejecting old saves.
Update Notes for May 13th
-Save Files now preserve random seed
-Poking Knife now executes quicker when played
-Brought over some more enemies from curated levels into Endless Mode
Update Notes for May 13th
-Reworked enemy pathfinding in cases where they have no actual valid route to player. This should further improve Endless Mode stability