Just a hotfix patch to fix the random character button
Fixed a bug where the random character button would sometimes fail to create a real character. Instead it would create an empty character with one 1hp, no ability, and the default monkey art. This would only happen if the player had a higher progression level than the current amount of characters in the game.
New Abilities 0.11.0 Beta Build
tl;dr; 4 New Abilities, Balance Change, Bug Fixes
Hi All,
The preview build for the 0.11.0 patch is now available on the Beta Branch.
As always, you can message me with ideas or bugs on the Official Discord or via the Steam discussion boards and I will likely implement your idea!
Thanks for playing my little game. :) Aarimous
0.11.0 Patch Notes
New Abilities:
Snow Day: Create a blizzard over a nearby enemy for a short duration. Each turn the blizzard freezes and deals damage to all enemies inside the blizzard. Dealing damage that would freeze an already frozen enemy will double the damage.
Scarecrow Minion: Spawn a scarecrow minion in a nearby tile. When enemies enter its range they will target the scarecrow instead of the player. When dealt damage the scarecrow will deal the same amount of damage back to the attacker. Will despawn if killed or after a some duration.
Ping-Pong Paddle: Smash a ping-pong paddle onto a nearby enemy dealing damage to all enemies beneath it. Damage dealt is increased based on the player's melee damage.
Bubbles: Blow bubbles at a nearby enemy dealing damage to any enemies they collide with
Balance Changes:
Koala: Increased the base movement to have range 2
Nightmare : Increased damage tiers from [12, 16, 25] to [16, 20, 30]
Nightmare: Reduced cooldown from [3, 2, 1] to [2, 1]
Miscellaneous:
Adjusted minions ability descriptions to reflect they now spawn nearby the player instead of in an adjacent tile.
Fixed the text for Lucky Crown so it now properly shows the increase to rare relic spawn chance
Hot Fix Patch
Just a hotfix patch to fix a text based bug.
Fixed a small bug on the character select screen where the wrong text was showing for the max health for the character
Firewalls and Lasers 0.10.5 Patch Live Now!
tl;dr; New Laser Map Hazard, Reroll Rewards, New Relics, Balance Changes
Hi All,
This patch represents the final map hazard binging us to three (Meteor, Firewall, and Laser). I will likely balance and adjust these in the future, but for now the map hazard feature is completed. This patch also has some balance changes and adjusted based on your direct feedback. Speaking of feedback I recently sent my thoughts on this great thread from bholtz.
Keep any eye out for an upcoming post about my plans for the 1.0 release.
As always, you can message me with ideas or bugs on the Official Discord or via the Steam discussion boards and I will likely implement your idea! Thank you to all of you who have given me feedback and helped test new features.
Thanks for playing my little indie game :) Aarimous
Patch Notes
New Features
3 new relics (2 rare and 1 common)
Added a new reroll button on the Relics and Level Up loot screens
When pressed all the items will be rerolled, but it cost health to reroll
After rolling the health cost is doubled
The button is disabled if the cost would kill the player (aka you can't kill yourself by pressing the reroll button)
The cost can not be mitigate, reduced, or scaled, it's a flat amount that is subtracted from the player's current health
Rerolling relics costs a base of 10
Rerolling level up rewards a base of 8
Cannot reroll relics during act rewards or chest that are explicitly full of relics (like after taking Tim the Enchanter)
Added melee damage increase to core level up loot pool. Amount will scale each so Act 1 is +2, Act 2 is +4, and Act 3 is +6
Added ability damage increase to core level up loot pool. Amount will scale each act so Act 1 is +1, Act 2 is +2, and Act 3 is +3.
Adjusted the level up loot that increases player health to scale with each act so Act 1 is +5, Act 2 is +10, and Act 3 is +15. This will keep it in line with the new melee and ability damage increases.
Balance Changes
My goal with these changes was to add power to melee stats and bring some of the more extreme values in line with other relics of the same rarity. My goal isn't for all relics to have the same power level, but I don't want certain relics to be automatic picks. Ideally each time you get presented relics you get to make a decision, or there is a clear best pick for your current build.
Just a Sword: melee damage increased from 1 to 2
Gloves of punching: melee damage increased from 2 to 3
Steadfast protector: damage reduction increased from 1 to 3
Knights Bane: knight health -2 to -3
Gift to the Plebs: Pawn health reduced from 4 to 2
Gift to the Plebs: Knight damage reduced from 2 to 1
Reckless Axe: Enemy damage scale reduced from +100% to +50%
Empty Heart: On low health, player Ability Damage increased from 3 to 4
Empty Heart: On low health, added Player damage reduction of 5
Old Smelly Cheese: Player max health scale reduced from 100% to 50%
Lost Diadem Queen: Ability damage per pierce increased from 1 to 2
Ancient Hwacha Rocket: Ability damage per range increased from 1 to 2
Ace Spades: added property +1 amount of loot on level up
Five Head Stoned Ring: ability bonus damage to elite increased from 5 to 8
Lesser Swipe minion damage from 1 to 2
Greater Swipe minion damage from 3 to 5
Minor Scalar AOE acale from 33% to 25%
Major Scalar AOE scale from 100% 50%
Bugs and Mics Changes
Fixed the text for core player upgrades which added ability damage
Players can now move onto tiles occupied by minions
Player can now consume chests if a minion spawns onto a tile already occupies by a chest
Enemy health bars will now show when the enemy is at full health
Fire Wall map hazards:
Will now only rotate during the player’s movement phase. The goal here is to make the fire walls feel avoidable.
Now rotate faster, this is to make up for the pause and to push the player towards more action since the walls might hit the player
Now last 12 turns, previous they were time based but this now doesn’t make a lot of sense since there is a pause in the rotation
Added back in some variations in length and number of arms for more interesting fire walls
0.10.4.1 Beta Preview Build
tl;dr; Reroll Relics and Level Up Rewards, 3 New Relics
The preview build for the 0.10.4.1 patch is now available on the beta branch.
Play now on the beta branch.
-Aarimous
0.10.4 Patch Notes #2
Added a new reroll button on the Relics and Level Up loot screens
When pressed all the items will be rerolled, but it cost health to reroll
After rolling the health cost is doubled
The button is disabled if the cost would kill the player (aka you can't kill yourself by pressing the reroll button)
The cost can not be mitigate, reduced, or scaled, it's a flat amount that is subtracted from the player's current health
Rerolling relics costs a base of 5
Rerolling level up rewards a base of 3
Cannot reroll relics during act rewards or chest that are explicitly full of relics (like after taking Tim the Enchanter)
3 new relics (2 rare and 1 common)
Changed Relic: Lesser Swipe minion damage from 1 to 2
Changed Relics: Greater Swipe minion damage from 3 to 5
Fixed the text for core player upgrades which added ability damage
Your Feedback 0.10.4 : Preview on Beta Branch
tl;dr; A bunch of changes based on player feedback
Hi All,
The preview build for the 0.10.4 patch is now available on the beta branch.
This patch is almost 100% changes based on your feedback!
You can message me with ideas or bugs on the Official Discord or via the Steam discussion boards and I will likely implement your idea! I truly love working on it and it's such a blast seeing you find Chess Survivors and enjoy it's unique take on the genre.
Cheers, Aarimous
0.10.4 Beta Patch Notes #1
Players can now move onto tiles occupied by minions
Player can now consume chests if a minion spawns onto a tile already occupies by a chest
Added melee damage increase to core level up loot pool. Amount will scale each so Act 1 is +2, Act 2 is +4, and Act 3 is +6
Added ability damage increase to core level up loot pool. Amount will scale each act so Act 1 is +1, Act 2 is +2, and Act 3 is +3.
Adjusted the level up loot that increases player health to scale with each act so Act 1 is +5, Act 2 is +10, and Act 3 is +15. This will keep it in line with the new melee and ability damage increases.
Enemy health bars will now show when the enemy is at full health
Fire Wall map hazards:
Will now only rotate during the player’s movement phase. The goal here is to make the fire walls feel avoidable.
Now rotate faster, this is to make up for the pause and to push the player towards more action since the walls might hit the player
Now last 12 turns, previous they were time based but this now doesn’t make a lot of sense since there is a pause in the rotation
Added back in some variations in length and number of arms for more interesting fire walls
Relic changes:
Just a Sword: melee damage increased from 1 to 2
Gloves of punching: melee damage increased from 2 to 3
Steadfast protector: damage reduction increased from 1 to 3
Knights Bane: knight health -2 to -3
Gift to the Plebs: Pawn health reduced from 4 to 2
Gift to the Plebs: Knight damage reduced from 2 to 1
Reckless Axe: Enemy damage scale reduced from +100% to +50%
Empty Heart: On low health, player Ability Damage increased from 3 to 4
Empty Heart: On low health, added Player damage reduction of 5
Old Smelly Cheese: Player max health scale reduced from 100% to 50%
Lost Diadem Queen: Ability damage per pierce increased from 1 to 2
Ancient Hwacha Rocket: Ability damage per range increased from 1 to 2
Ace Spades: added property +1 amount of loot on level up
Five Head Stoned Ring: ability bonus damage to elite increased from 5 to 8
Hot Fix Patch 0.10.3.1
Quick patch to nerf the fire walls as they felt a bit to overwhelming after getting some great feedback from bholz in the steam discussion (thanks bholz!). I'll likely adjust the fire walls again in the next patch, but for now this should make them feel a bit fairer.
Fire walls can now only spawn with one "arm". Previously higher level walls could have upwards of 2-3 arms.
Level 3 walls will now have an addition turn of warning before they spawn
Fixed a bug where the game would crash when starting a new run
Map Hazards 0.10.3 Patch Live Now!
tl;dr; New Meteor Fire Wall Hazard plus German, French, and Portuguese Translations
Hi All,
I'm very happy with how the new fire wall map hazard turned out. I'm planning on adding one more map hazard for the 0.10 patch series. This should achieve my goal of giving each run a bit more variance. After that, I plan on working on one more batch of QOL features and content (relics, abilities, characters) which will be the 0.11.x patch series. This will be the final patch before the full 1.0 release which will contain a massive rework of Act 3 plus a subsequent a rebalance of Act 2 (and really the whole game).
As always, you can message me with ideas or bugs on the Official Discord or via the Steam discussion boards and I will likely implement your idea! Thank you to all of you who have given me feedback and helped test new features.
Thanks for playing my little indie game :) Much love, Aarimous
Patch Notes
Added localization support for German, French, and Portuguese. Please let me know if anything is poorly translated and I can quickly update it!
Each run the type of map hazard will now be randomly selected
Some flavor text will appear at the start of the run based on the map hazard that was randomly selected
New map hazard: Fire Wall
Small fire balls wills spawn that spin around the anchor point
Fire wall will de-spawn after a short amount of time
If the player collides with a fire ball will explode and deal a small amount of damage to the player
Higher level fire walls will have more fire balls and spawn several arms
Adjusted Little Robot’s movement pattern to prevent situations where players could get stuck on walls.
Added “End Run” button which will kill the player and show the game over screen
Renamed Main Menu button to be “Quit to Main Menu”
Renamed Quit button to be “Quit to Desktop”
Changed gambit level 5 to be increase knight health instead of reducing movement cooldown. Although an interesting challenge, this made later gambit levels way to challenging
Change gambit level 10 to now have a 10% chance to spawn an additional enemy instead of 100% chance. This is a significant nerf, but should allow me to add additional gambit levels.
Text notification will now appear when gambit levels cause an extra enemy to spawn
If a controller disconnects during a run the game will now pause
0.10.3 Beta Preview Build
tl;dr; German, French, and Portuguese Support, New Map Hazard "Fire Wall", Misc Changes
The preview build for the 0.10.3 patch is now available on the beta branch.
Play now on the beta branch.
-Aarimous
Patch Notes #1
Added localization support for German, French, and Portuguese. Please let me know if anything is poorly translated and I can quickly update it!
Each run the type of map hazard will now be randomly selected
Some flavor text will appear at the start of the run based on the map hazard that was randomly selected
New map hazard: Fire Wall
Small fire balls wills spawn that spin around the anchor point
Fire wall will de-spawn after a short amount of time
If the player collides with a fire ball will explode and deal a small amount of damage to the player
Higher level fire walls will have more fire balls and spawn several arms
Adjusted Little Robot’s movement pattern to prevent situations where players could get stuck on walls.
Added “End Run” button which will kill the player and show the game over screen
Renamed Main Menu button to be “Quit to Main Menu”
Renamed Quit button to be “Quit to Desktop”
Changed gambit level 5 to be increase knight health instead of reducing movement cooldown. Although an interesting challenge, this made later gambit levels way to challenging
Change gambit level 10 to now have a 10% chance to spawn an additional enemy instead of 100% chance. This is a significant nerf, but should allow me to add additional gambit levels.
Text notification will now appear when gambit levels cause an extra enemy to spawn
If a controller disconnects during a run the game will now pause
0.10.1.1 Hot Fix
Small patch to fix some bugs with text translations.