Genre: Role-playing (RPG), Strategy, Indie, Card & Board Game
Card Quest
Version 0.53 is out!
Hi all,
It's this time of the week again!
Balancewise we have some minor changes for the Fighter, mostly for his items, and a lot of balance changes for the Rogue. Specially for the swashbuckling school.
We've also added some new features. You can now receive blessings and catch diseases, things that will give you permanent benefits or penalties but only for your current run. We've only added a couple but we'll be adding more in future versions.
On another topic the game now has cloud saves so you can play from different computers without having to restart from the begining.
We've been working a lot on a new training mode as well. It will consist of 3 minicampaigns, with unique enemies and even minor items to unlock when you beat them. Every room there will consist of a challenge designed to help you learn the strategies and tricks of Card Quest.
Finally, we're also starting to have a lot of art for the Hunter and many of the enemies that you'll find in the Enchanted Forest.
Have a nice week!
Fighter Changes:
- Wine Skin now gives more stamina and draws a card.
- Bear Hide now gives less health.
- Improved Raise Shield Cards Descriptions.
- Made Holy Aura usable on defense too.
Rogue:
- Made Boneblade Block weaken less, decreased its normal dmg and increased its chain dmg.
- Reduced the weakening effect of the Vampire Stab.
- Reduced the weakening effect of the Thirsty Jab.
- Improved Harpy Cloak.
- Decreased the chain stamina cost of Acrobatics.
- Gave armor piercing to Dodge Attack.
- Flurry of attacks costs no stamina now.
- Decreased the stamina cost of lunge.
- Made Killer Strike cheaper when on chain.
General Changes and Bug Fixes:
- Added a couple of Blessings and Curses (minor perks that don't persist accros runs).
- Added a few new enemies and rooms to the Cursed City.
- Added CHAINBREAKER text to the "draw" button.
- Gave the option to cap FPS at 60 or 30 (can be set up in the launcher).
- Implemented Cloud Saves.
- Made a small change to the Unlock screen so that the preview of the currently equipped item doesn't interfere as much with the preview of the new Item.
- Fixed a bug with distance in hidden enemies.
- Fixed typos and improved some descriptions.
Edit: It seems there was a bug in the update that made it impossible for players to start directly from tier 4 areas (which you can do when you have the 3 keys unlocked). As of GMT 20:02, a new version (0.53a) has been uploaded with a fix.
Version 0.52 is out!
Hello all!
The weekly version is out!
We have many bug fixes and balance improvements.
Hopefully these will make the wizard feel less overpowered (specially the necromancer) and add more challenge and variety to its gameplay. The game can be beaten with almost any combination of cards, as long as you know how to play them right and have the right items (some decks are harder than others of course). ;)
The Fighter has received a dmg increase for his cards in order to make its battles more agile. Hopefully that will help make the experience more entertaining to those who weren't enjoying him so much.
The rogue has mostly received some minor changes to his swashbuckling school.
For those of you interested in the new dungeon and hero:
The Hunter has 90% of its Mountain and City unlockables done and I'm starting to draw his art.
The Forest is 40% done and I'm slowly working on the enemy art as well. Expect lots of fey creatures and beasts, many new scrolls and books for the Wizard, new axes for the Fighter, new swords for the Rogue and lots of new items!
Wizard Changes:
- Improved Blinkstone, Storm Ring, Ring of Shielding, Arcane Robes, Arcane Channeler and Thunderstones to make them more viable.
- Crow Familiar now informs you of hidden enemies.
- Storm shield now costs 2 arcane charges instead of generating them, but no longer blocks less dmg on chain.
- Soul Armor now only provides 1 armor and 1 dmg on contact with no
limit as to how many times it can be stacked.
- Zap now stuns.
- Soul Shield now costs 1 soul less when on chain and draws without chain.
- Wraith Guard now stuns and deals considerably more dmg.
- Black Curse no longer weakens.
- Spider Ring now increases your max souls and regenerates uses faster.
- Necromancer Robes now increase your maximum souls and grant more souls on use.
- Vampire Familiar only grants 3 souls now.
- Storm Pulse now costs 1 stamina less and generates an extra arcane charge when
on chain.
- Made both Lightning Strike and Chain Lightning cost 1 arcane charge less.
- Forcebolt now deals more dmg on chain.
- Arcane Disk now costs less arcane charges and draws without chain.
- Imprison now cost less arcane charges on chain.
- Arcane Shield now blocks without chain.
Fighter Changes:
- Increased dmg of all hacks and stabs (with the exception of the dull ones).
- A new Tactics object has been placed in Burnt Town.
- Cursed Armor has been moved to the Castle.
- Black Sword has been moved to the Roofs.
- Rosary can no longer be found (for now, and of course you keep it if you had it).
Rogue:
- Made Lunge undodgeable.
- Made Flurry of Attacks 1 stamina cheaper.
General Changes and Bug Fixes:
- Stun attacks that deal no dmg no longer break unaware state.
- New enemy: Wraith.
- Added new rooms to Cemetery, Roofs and Cathedral.
- Archlich has been improved to be able to better deal with distant heroes.
- Improved Cave Bear Boss (new art and balance changes).
- New art for adult Dragons.
- Fixed bug with Flurry of Attacks not doing the math right.
- Added warning for trick dodge, countergrab and confusion cards to make them easier to understand for new players.
- Improved enemy forced spawning.
- Fixed bug that made enemies go back to their initial position after receiving dmg on contact, all while still waiting for the player to chose a defense card.
- Many more minor bug fixes and improvements.
Version 0.51 is out!
Hi all! Hope you had a nice week!
We just finished our new version. It has many fixes, balances and new features.
We've made some important changes to the starting areas of the game. Many players were getting stuck in them and weren't unlocking any new items or cards. Forcing them to grind, which was never something that we wanted.
We reordered many of the unlockables in order to make the starting difficulty curve less abrupt. New card sets will now be faster to unlock (tier 2), and the items unlocked by beating tier 1 areas will be better. Ranged items will also be unlocked faster to make fights with dmg on contact enemies more aproachable.
Because we have reordered the locations of items, some players may find that some areas they had previously beaten will now show an interrogation mark again. That means they still don't have the item available in that location and that if they beat it again they should get it. Those items that have now been moved to a new location that was still not beaten will still remain with those players that have it.
Changes for the Rogue and Fighter:
◙ Rogue:
- Secret Knife is now unlocked by beating Old Town.
- Dagger is now unlocked by beating Alley Town.
- Lucky Penny has been improved and is now unlocked by beating River Town.
- Dwarven Bombs are now unlocked by beating the Old Mines.
- Buckler is now unlocked by beating the Garrison.
- Off-Hand Dagger is now unlocked by beating the Goblin Village.
- Short Sword is now unlocked by beating the Dwarven Tunnels.
◙ Fighter:
- Holy Relic has been improved.
- Wine Skin is now unlocked by beating the Old Town.
- Heater Shield is now unlocked by beating Alley Town.
- Bastard Sword is now unlocked by beating River Town.
- Healing Salves have been improved and are now unlocked by beating Infested Town.
- Chainmail is now unlocked by beating the Garrison.
- A new armor for the Berserker spec can now be unlocked by beating the Mountain's Foot.
- Arming sword is now unlocked by beating the Old Mines.
- Dwarven Ale is now unlocked by beating the Mountain Pass.
- Kite Shield is now unlocked by beating the Dwarven Tunnels.
- Holy Water is now unlocked by beating by the Goblin Village (at least for now).
- The old Leather Armor can no longer be aquired but those lucky players that had it already can keep it. :)
Fixed Bugs and new Features:
- The range of defensive cards now indicates the range of their effects on enemies instead of their ability to block ranged attacks.
- Alternate way to discard: right-click twice on a card to discard it.
- Recharge rate and max uses of item are shown in equipment menu and unlocked item menu.
- Adjustments to the "Something's not right" message: it's now appearing in the enemy frame and only appears for static hidden enemies (does not appear when the spider huntress goes into hiding for example).
- Fixed a bug that made the victory jingle play when there were still hidden enemies remaining in the room.
- Fixed more bugs that caused the spider huntress to be targetable when hidden.
- Added many new rooms to add more variety to the starting areas including some with unique new enemies.
- Increased alcohol cap to 9. You still get drunk at alcohol 6 but you can now get heavily drunk if you reach 9.
- Fixed a bug that made tombs spawn double enemies.
- Tuned the Corpse Mountain and High Necromancer bosses.
- Rewrote all enemy descriptions to make sure they had no typos and reflected all their skills properly, including the damage they deal, whether their attacks stun, etc...
- Fixed Typos and minor bugs with: soul mastery, skelfilegur not being stun immune, thankful goblin having the wrong gfxs, wraith collector, etc...
Note: 23:15 GMT, 07/02/2017 => A patch (v0.51a) fixing an enemy that had the wrong graphics (undead dwarf) has been uploaded.
Version 0.50 is out!
Hi all! First we'd like to thank you all for trying our game! We hope you've been enjoying it so far!
The version we've just released includes a lot of bug and typo fixes as well as some new art and features. We'll continue releasing versions like this as often as possible until the final release version.
Here's what we've done:
- Improved description of poison/weaken effects on enemies (like Burning or Black Curse): it now shows the duration and damage per turn of the different effects.
- Added extra information on Stat effects like Overheat/Drunk (hover over stats to see the info).
- It is now possible to directly drag and drop cards onto enemies to target them (all cards can be played like that but the ones hitting random targets or all targets will ignore the selected enemy).
- Changes to the Hidden Enemies mechanics: clearing a room that has hidden enemies will no longer end your turn. Instead a "Something's not right..." message will appear, you can still play non-attack cards and the hidden enemies will appear when you end your turn.
- Inanimate objects like Barricades or Spider Webs will now kill themselves automatically if all active enemies in the room are dead (and you still get XP from them).
- On the item unlocked screen, you can check the cards/effects of the item that will be replaced by hovering over the "Replaces X" text.
- Fixed a bug causing the Spider Huntress to still be targetable after hiding.
- Fixed a bug causing the fire projectile to remain on screen after killing a Pyromancer using Scorch.
- Fixed a bug that caused the game to freeze for some time upon first launch on some computers.
- Made new art for the Revenenants, Big Revenants, Crawlers, Palerats, Palehounds, Dogs and Wolves. (most of these enemies should now have more variations)
- Fixed many typos and improved many enemy and item descriptions to better reflect their abilities.
- Polished many minor things (healing mushrooms and chest potion effects are now immediate, made dwarven thief stun immune, fixed bug with minecart riders not inheriting their minecart's statuses, etc...)
Edit: It seems the version caused a few items to get locked again (like the holy water or the dwarven tower shield for example). As of 22:05 GMT we have uploaded a new version (0.50a) that has a fix for that. Any item that got locked by that bug should appear unlocked again. :)