Refined every single Tile in the game. Most got more complex behavior, some additional sound effects, updated info texts ...
Map
When most of the Tiles in a Stage have been discovered, the rest is now immediately discovered, so that the Exit Tile is easier to locate.
The Pain Machine and Medico Tiles now indicate their variable Silver Coin Cost with an 'x'.
Fight
The Substitution Action now heals the Champion when there is no Companion available.
A popup text now celebrates the Action Coin Stack that is randomly chosen to be consumed first when being on par with another Coin Stack.
Refined the appearance of the Penalty Indicators.
Heroes
The Assassin's Fight Ability now only restores 75% instead of 100% of the damage dealt if the victim survives.
Enemies
Doomster will no longer attempt to use his Fight Ability if the opponent is already inflicted with the Doom Status Effect.
Items
The Lockpick now prevents the effects of evil transit Tiles in general and got a new sound effect.
UI
Increased the contrast and brightness of the Hero graphics on the start screen.
Sound
Added a general sound effect for heal.
Bug Fixes
Fixed a bug where the Basement Stairs Tile could appear in the first Stage.
Fixed a bug where Enemy Tokens could access Tiles that the Player Token had reserved to step back onto from certain Tiles such as Barrel.
Fixed a bug where Pilfo could step onto Tiles he shouldn't have been able to access to initiate a Clash.
Fixed a bug where a Tile continued blinking even when sealed by Renegade's Map Ability.
New Heroes: Druid, Assassin | Clash Action Zones | High Contrast UI Overhaul
Heroes
Added the Druid and the Assassin as playable Heroes.
Added Hero Vessel background effects for the Map Ability of all Heroes.
Enemies
Enemies now use Dash, although they're not the biggest fans of this newfashioned mode of transportation.
Enemies now have an individual Wait chance. Snoodle, e.g., likes to take things slow.
Treebor has been renamed to Treamy.
Map
Added the Action Zone mechanic. Sometimes, colored zones appear in the Clash Power Bar. Activating them grants additional effects like, e.g., skipping the enemy's revenge Hit.
Added a text popup when an Enemy Token sees no way out when fleeing from something.
Fight
Hero enemies now greet you with a macabre phrase when entering a Fight.
The utility indicator now moves from side to side to indicate whose turn it is.
Tiles
Tiles which cost Silver Coins to activate now display that cost in their bottom right corner.
Replaced the outer frame of Exit Tiles with a better suiting one.
UI
Recolored a lot of graphic elements from grey to black for better contrast.
Removed a big part of the Coin Rail. Action Coins are now instantly minted in the Storage.
Increased the size of the Champion's Hero Vessel and decreased the size of the Companion's Hero Vessels.
Replaced the Penalty Indicators with a new design.
Recolored the utility indicator blueish.
Sound
Added a busy crafting sound effect that plays while a Stage is being built.
When muted, Hero death sounds aren't played anymore to speed things up.
General
Added the number of Best of Three and Looting menu appearances as well as the damage healed to the statistics report.
Increased the speed at which infos appear and disappear.
Game elements changing Visual Range now additionally display the current Visual Range in their info.
Renamed Loot to Looting.
Increased the donation reward for feedback to 5€.
Bug Fixes
Fixed a bug where the fleeing mechanic (used by, e.g., Witch Doctor, Birdo, Spring) didn't play out correctly.
Fixed a bug where the Progress Indicator didn't fill up before a Fight.
Fixed a bug where multiple text popups were displayed on top of each other.
Fixed a bug where, in Camp, the Path Tile that blinks to indicate where the Player can click didn't stop blinking after using Dash.
Map Abilities | New Icons | Improvements | Rebalancing
Features
Added a unique Map Ability for every Hero. It can be executed by pressing the Shift key. This consumes a Copper Coin and triggers Fatigue. Enemies' Map Perks were repurposed to be their Map Abilities.
Enemies can now have mutations that come with minor Attribute anomalies.
There is now an additional section in the options menu explaining the hotkeys depending on which game mode is active.
UI Improvements
Replaced the icons of a great number of game elements with better fitting ones. Added new icons for all Enemies' Map Abilities and Perks.
Enemy Tokens now dissolve when they die.
Added a fade effect to the Player Token for when it moves onto a disguised Tile.
Heroes now play the special part of their idle animation in intervals of random instead of fixed length.
Added a breathing animation for the Hero portraits in Tokens.
Refined the Tokens' Clash shake animations and added a gentle heal shake. The intensity of all shake animations now depends on the amount of damage dealt or healed.
The options menu now activates and deactivates faster.
Two random Heroes now welcome you on the start screen.
Refined many sound effects, e.g. that of the Loot menu or that of the Tent Tile.
The Player Token's access indicators (those tiny green and red bridges) are now only active when the Player can input an action.
Removed the rainbow effect from the Player Token.
Enemies' Hero Vessels no longer display Trait slots.
To accommodate the new Map Abilities, the Hero info now has three pages that you can flip through as usual.
The icons of Game Elements in the Gallery are less grainy now.
The opponent no longer has empty Hero Vessels visible in Fight mode.
General Improvements
Improved the Maze Stage generation algorithm.
The Aura Perk has been renamed to Team Perk.
Added a Quest for completing the Tutorial.
The three Maze Adventures have been renamed to Small Maze, Medium Maze, Large Maze.
A Medium Maze Adventure can now only be continued in a Large Maze Adventure. A Lage Maze Adventure now leads to retirement.
Updated and refined the Tutorial.
The Nook Tile was renamed to Barrel.
Rebalancing
Doubled the donation reward for feedback and bug reports. In the three months since introducing the donation reward, I haven't received a single email.
Completing Quests now grants two Gold Coins instead of one.
The Tavern Tile now has a higher chance of occurrence to make it easier for the Player to acquire Companions.
Items and Consumables now have a greater chance to appear in the Best-of-Three and Loot menus the closer to death the Champion is.
The Witch Doctor's Fight Ability's Evil Status Effect now furthermore deals damage to the enemy Champion after successful enemy Actions.
The Scarecrow's Fight Ability now always applies the Evil Status Effect suppressing Rest. Action Coins in excess of Pay now damage the enemy Champion beforehand.
The Barrel Tile (formerly Nook) now makes Enemy Tokens move around so that more chances arise for the Player to gain space and slip out.
The Dead Frog Consumable now can't appear when there are no Companions.
The Player Token can now move off the Barrel, Temple and Fort Tiles in any direction instead of just the one it came from.
The Assassination Tile can now only appear when the Player has more than one living Hero.
Bug Fixes
Fixed a bug where Enemies didn't trigger Status Effects after executing their Map Ability (formerly Map Perk).
Fixed a bug where the screams of victims of the Harpoon Trap Tile would still be visible in the fog of war.
Fixed a bug where the frames in the Best-of-Three and Loot menus didn't blink as intended.
Happy Summer Sale! I hope you like these improvements. Please consider writing a review. Thank you so much!
Quests
Complete Quests with increasing complexity and difficulty to earn Gold Coins!
A bug was fixed that lead to ridiculous Clash Power Bar speeds on some systems.
Coin Operated Carnage's contact email address is now info@coinoperatedcarnage.com. Please send me feedback. Please?
Indie Cup Celebration | New Content
Happy Indie Cup Celebration! A big thank you to the Indie Cup team!
23 new Tiles Blade Trap Armistice Equalizer Blood Door Dangerous Trail Sprint Toadstool Firewater Anomaly Mirage Winter Onset Leviathan Tantrum Stonemason Archmage Pain Machine White Flag Disenchantment Cutelizer Hole Deli Soul Harvester Reaper's Scythe
2 new Consumables Eel Filet Weapon Oil
Improvements New Clash animations Silly new Clash and Dash sound effects More reasonable Maze Stage counts New Maze Stage layouts Minor balancing changes Bug fixes
I hope you like these improvements. Please consider writing a review. Thank you so much!
As requested, the hideous mosaic background is gone.
As requested, the Coin Dispensers and the Action Buttons are now seperated from each other.
The Map now spans the whole right half of the screen. The Power Bar is moved to the right of the Map.
There are now small bridges displayed around the Player Token indicating valid step directions.
Hero health is now permanently displayed in numbers.
The Action Buttons now have a shiny effect when pressable.
The Attribute info buttons are now gone. An Attribute's info can be accessed from the Hero Attribute info.
Copper is now always stored in the left Coin Dispenser. Silver and Gold are now always stored in the right Coin Dispenser.
In Fight mode, when moving the cursor over a pressable Action Button, the possible Intensities are displayed on the Coins in the Coin Dispenser.
Interactive Tutorial
As requested, the Tutorial is now fully interactive. It is also greatly expanded.
Mouseover Info Mode
As requested, information about things visible on the screen can now be accessed by moving the cursor over them. There is a new option in the Options Menu to switch between this mode and the old one relying on right-clicking.
Dash
This is a new additional movement mode. Use the Ctrl-hotkey to move two steps in a random valid direction. This can be cleverly utilized to move around the Map faster or skip harmful Tiles.
Performance Improvement
The game should now perform better, especially in longer sessions.
Bug Fixes
Many minor and major bug fixes.
Rebalancing
Enemies now generally have less Maximum Health. In Fight mode, they start with a Buff increasing Maximum Health, though.
Clash Intensities are now more sensibly distributed.
Many smaller balancing changes.
Other
As requested, the timer is gone except for a few niche gameplay situations.
There are now more possible Maze Stage layouts with a focus on longer Stages with more possibilities to outmaneouver Enemies.
Items and Traits now display chance values in their info.
The Camps are slightly redesigned.
The Patient Trait has been replaced with the Lucky Trait.
Most likely I have forgotten some things. In any case, I hope you like these improvements. Please consider writing a review. Thank you!
V0.9.9
Added 13 new Enemies. Added Tile accessibility feedback. Bug fixes.