Fixed a slow-motion issue that renders the game unplayable in certain scenarios
0.4.2
Balance changes
Architect’s Curse level 5 now scales per Act (Foes in Incursion gain 1/2/3 Fury)
Architect’s Curse level 10 now scales per Act (Foes gain 5/10/15 max HP)
Keepers of the Temples now gains 3 Fury when damaged instead of 2
Increased possible warbands at the beginning of Act 2
In His light M now reduces Manoeuver costs until played
Increased Burning Faith’s (and variants) damage by 20
Decreased And while we breathe’s damage to 3
Decreased And while we breathe’s damage M to 3
Increased And while we breathe’s damage W to 6
Increased Delayed Sentence’s (and variants) Guard gain by 4
Increased Delayed Sentence’s M card draw to 2 from 1
Increased Without Delay’s W guard and retribution gain to 12 from 10
Bug Fixes
Fixed several font issues
Fixed the game loop to prevent a certain type of lock in fights that would prevent the game from moving on
Fixed the intro sequence on Steam Decks
Fixed an issue that was maintaining the slow-motion when it shouldn’t
Fixed a Special Request localization issue
Improvements / Additions
Improved the Card hand layout to accommodate loads of cards
Improved Foe panels placement
Now Cards without cost (i.e. that can’t be played) show no Pulse icon and/or symbol
Now Hero and Faction Powers use different colors
WINTER SALE
A TON OF FIXES, FEATURES, AND ANIMATIONS!
In the past few weeks, we’ve worked hard on the game.
Stability first, which improved greatly, and really, really: Huge thanks to the users who took the time to email us their crash logs. We can't thank you enough. The game is far more stable now, and we won't stop here - we’ve identified several possible improvements and are working on it.
User features and balancing. It's nice to be a small studio with an active community. It helps to sort out what needs to be there next. We’ve added a lot of Quality of Life features, tooltips (we know, we still need more ^^), an option to check the game state during a choice, enhanced game over screen, and more.
Animations. Every week, we’ve been able to improve the visuals of the game, new moves, new counter-attacks - and we're far from over! More animations and FX are on the way. New game mode. The new Special Request game mode is here. As with the rest of the game, we will continue to iterate and improve upon it with every update.
Roadmap. We’re still on track! The second faction is the next big thing. It should enter a closed test phase in January, and players can already see one of the new heroes in the new Special Request cards...
If you hesitated to step into the Agora and take on requests, now is the time. Beneath Oresa is getting better everyday - and the Winter Sale is just what you need to jump in!
Join us now!
0.4.1
Bug Fixes
Fixed issues with Asian characters in the gameover screen
Fixed minor localization issues
Fixed a crash in Special Request “Incursion”
Fixed an issue where the gameover screen wasn’t showing the gain of new Special Requests
Fixed a rare issue where dead foes would still make their attack before collapsing to the floor
Special Requests are now live!
We've got dozens of new challenges for you to take on, all of which are sure to test the limits of your skills! It's now possible to take on Special Requests at the Agora. To gain one, you must reach Lauda (Act 3) in any given game (even a Special Request). Each Special Request comes with special rules, new cards, and other unique content.
Special Requests come in pairs - but you can only choose one. Be sure to choose wisely!
Can you take on the challenge of each Special Request in the Agora? We also have a Discord! Want to get to talk to the developers? Give feedback or report bugs? Hear all the exciting news? Join the Discord now!
0.3.4 / 0.4.0
Balance changes
The Architect’s Curse M now has Fleeting
Opti-Metabolizer now correctly interacts with Ambrosinium
Tesh Compound’s modifiers are removed once the Attack is played
Last Line now triggers if the player starts any round below 20 HP, not only at the start of the combat
Increased Cunning’s cards choice size to 6 from 3
Decreased Duplicity’ cost to 0 from 1
Decreased Plight’s cost to 3 from 4
Increased Doltar’s teamwork perk n°2 to 20 Guard from 12
Decreased Tyr-Nihl and variants’ damage by 2
Increased Unforgiving Strike’s rarity to 2 from 1
Increased Unorthodox Parry’s rarity to 2 from 1
Improvements / Additions
It is now possible to hide a popup to consult the game state
Improved gameover screen to be more concise and explicitly notify the player when a goal/an unlock was achieved (e.g. unlocking a new difficulty level)
New attack animations
New counter-attack animations for Doltar and Nereide
Bug Fixes
The Distiller now correctly shows “nothing” as his intent instead of “buff”
Fixed an issue where upgrading a card with keyword alterations wouldn’t carry over to the selected upgrade
Now the camera can see through the scenery
0.3.2 / 0.3.3
Improvements
Now the framerate always matches the vertical refresh rate
Fixes
Fixed minor animation issues
Fixed some minor VFX issues
Fixed a cloth-simulation issue on low-end machines
Fixed a major data issue mixing up content upon saved game loading
Fixed minor animation issues
0.3.2 rollback
Unfortunately, a serious issue in the build forces us to roll back to 0.3.1, sorry. We'll release it again when the issue will be addressed.
0.3.2
Improvements
Now the framerate always matches the vertical refresh rate
Fixes
Fixed minor animation issues
Fixed some minor VFX issues
Fixed a cloth-simulation issue on low-end machines
0.3.1
Balance changes
Infinite Cycle now reads “Draw 1 Card. If it is an Infinite Cycle, add an Infinite Cycle to your discard pile and discard 1 card at random.” instead of “Draw 1 Card. If it is an Infinite Cycle, add an Infinite Cycle to your discard pile”
Improvements
Now draw pile, discard pile and hand popup won’t show upgrade options
Now during fights anytime a popup opens targeting controls are frozen
Fixes
Fixed save file corruption issue
Fixed a rendering issue that was making the game look washed out
Fixed an issue with holomap being renderer above the UI in certain scenes
Fixed a card draw mechanic that was not drawing the right amount of cards in certain scenarios
Fixed an issue where cards in the draw and discard piles wouldn’t display their real playable status (including Limited cards)