Fixed display issue with Red Mauler - Young Wyrm avatar not highlighting on player's turn
Fixed issue where discarding cards at end of turn may cause turns to go out of sync on rare occasions
1.32 Patch Notes
Version 1.32
AI Updates
Tweaked Salia's (Red Mauler AI) attack choices when near death to be slightly less aggressive.
AI will no longer attempt to use a kill strike Tail Bash if it empties their deck, leaving no cards to draw for Battle Value.
Bug Fixes
Fixed display issue with The Crone's attack ranks.
The Black Crown: Released!
Hello, dragons!
I'm thrilled to announce the release of The Black Crown, a new content expansion for DragonClash. Best of all, it's free to all game owners in update 1.31!
The Black Crown Features New Deck: Red Mauler Featuring a new Rage mechanic, unique to this deck, and new cards like Tail Blaze, Molten Horns, Split Tail, Smolder, Berserk, Intimidate, and Claw Frenzy. This deck is unlocked by defeating any of the game's boss dragons. Wins with the Red Mauler contribute towards improving your Red dragon lair, along with the previously released Red Breather.
New Rival: Salia This explosive Red Mauler joins the stable of regular opponents you will be randomly challenged by each match.
New Boss: Yanthas, The Black Crown Yanthas is Oblivion's chosen, and is so overtaken by Oblivion's taint, that he is lost to Gaia's influence and promise. This mighty dragon will only challenge you when he deems you worthy. Defeat other boss dragons to increase your chances of attracting his eye.
New Game Board: A new game board, featuring Salia, has been added to the pool randomly selected from each match.
New Milestones and Steam Achievements: The milestone board now features new obtainable badges new Steam achievements have also been added.
Updated Rules: Two new pages have been added to the end of the rule book, detailing the Rage mechanic, rare dragon eggs, and an explanation of some of the trickier milestone badges to obtain.
ADDITIONAL UPDATE NOTES
Version 1.31
Bug Fixes:
Fixed: Players can sometimes select to use an attack, even when affected by Quick Nap
Fixed: Aimed Strike incorrectly adds a permanent modifier to other attacks when paired with Claw Slam
Fixed: Night Terrors incorrectly added +2 instead of +1 Battle Value when used by your opponents
Fixed: Rage Meter incorrectly displays for non-Red Mauler decks
AI Revisions:
Tweaked use of Claw Attack bonus actions
Tweaked use of Heal
Housekeeping:
Updated Copyright in Credits
Changed header on Page 12 of Rules
Updated Effects Box Text
The x10 Boss milestones were removed
Updated win/loss display in lair to account for multiple deck contributions
DragonClash: The Black Crown
Hello, dragons!
Happy New Year! 2021 brings exciting news for the world of DragonClash! The Black Crown, a new content expansion, is currently in development! Better yet, it's a free update to your game! Coming later this year, The Black Crown will add the Red Mauler deck to the game, along with its unique Rage mechanic. Oh, and there will be a new opponent, milestones, and boss to add to the mix. We'll preview the update more in the coming months. Get hunting!
DragonClash Unleashed
Hello, dragons!
I'm super excited to announce that DragonClash is now fully released! Version 1.20 closes out the Early Access period and moves the game over into its release state. In addition, I've added a free demo featuring the Red Breather deck. For those new to the game, it's a great way to get a taste of the game's brutal and strategic combat. Share the news!
THANK YOU! A special thank you to all the players who jumped in early and offered support and feedback on the game. Indie development is not easy, and the road can be long and lonely at times, but your support helped keep the fires burning as I navigated the twists and turns of bringing DragonClash to the digital medium.
While Early Access has ended, releasing the game is not the end of development. I'm proud to have released all four core dragon Game Decks, challenging AI opponents, brutal boss fights, and milestone/lair rewards. I view it as a deep and firm foundation to build on, and with your continued support, I hope to do just that.
I'll be monitoring the game and addressing any bugs or problems that crop up, tweaking balance if necessary, and, most importantly, plotting new content updates to bring to the game.
In the meantime, happy hunting!
With the official release, I've also added a free demo of DragonClash. New players can take the Red Breather deck for a spin, unleashing his fiery rage on opponents. Those who can prove their might will be able to challenge Yabul, one of the game's unique boss fights. The demo is available to download right from the game's Steam Storefront. Share the news!
UPDATE NOTES
Version 1.20
Release Candidate:
Cleaned up a lot of items under than hood to move the game from Early Access.
Added a Demo branch.
AI Revisions:
Added additional conditions to allow Ugrack to train more efficiently when low on health.
DragonClash: Version 1.19
A small patch to update Steam integration and add some small content updates, including new music tracks!
Version 1.19
Engine:
Upgraded Steam Integration
User Experience:
Added 4 new music tracks and adjusted several Sound FX. Updated Credits
Added card call out when resolving Fire Breath DOT effect as a reminder/indicator
Updated rules page 12 to note that you can't play cards requiring Battle Value if you have 0 cards in your deck.
Hatchling Help
Hello, dragons!
Version 1.18 of DragonClash has arrived, and this update is primarily focused on improving the new player experience and refining the look/feel of the game as the end of Early Access approaches.
NEW PLAYER EXPERIENCE I looked at improving two areas to help ease the learning curve for new players. The first was one of those "duh - why, didn't I do this 17 versions ago?" moments. You can now access the full rulebook during a match rather than just the main menu. Just click on the handy rulebook icon near the Settings wheel.
The other area has been more complex - and that is the "tutorial" experience. I've been torn about how in-depth to make the tutorial experience and how much time/resources to devote to it. I mapped out starter battles, toyed with tutorial quests, and even dabbled with in-game videos. In the end, looking at the feedback I'd received, I decided to stick to the simpler and less invasive tutorial slides. However, I dug back in and revamped the look/feel of the slides to hopefully make the information more readable and easy to digest. As always, you can turn them off/on in the Options menu.
POLISHING THE EGG Speaking of the Options menu, I did a design pass to spruce up the look/feel of both the Options and Credits screens. The Options menu has also been expanded to offer you more control over the Tooltips offered.
You may also notice other changes aimed at improving the overall information flow during gameplay. The most noticeable is probably the new Success/Fail alerts that will pop up for cards that use Battle Value to resolve. Sometimes the action can fly by so fast that you miss whether your Aura Darts actually connected, for example. Or maybe that's just me.
COMING SOON Early Access is winding down and focus has shifted to polish and bug fixing. Please use the discussion forums on Steam to post your bug reports.
EARLY ACCESS DISCOUNT Early Access isn't over just yet, though! Just a reminder that early adopters get the game cheaper! If you're already a game owner - thank you! If you've been following along via the updates, please consider jumping aboard. Your support helps my indie developer efforts and you'll get the game at its Early Access price.
UPDATE NOTES
Version 1.18
Hotfix:
Fixed: Game locks if AI is hit with a rank 3+ Fire Breath and the DOT effect forces AI to discard from Hand or Hoard during its turn.
Fixed: Fade-in for intro movie missing.
Version 1.17
Engine:
Upgraded Unity engine
AI Revisions:
Bosses and Corlock were intentionally over aggressive, choosing to rarely rest. However, that led to some cases near the end of a match where they'd be unable to attack through their own inaction. This has been tweaked.
Tweaked AI decision on when to move to Safe
Tweaked AI decision on whether to Rest if very low cards in deck
User Experience:
The rules are now accessible during a match by clicking on the Rulebook icon (next to the Options icon)
The game will no longer pause for counters that require a Battle Value draw, if you have 0 cards in your deck (because you can't play them)
Added ACTION to Siphon Life
Adjusted some delays and timing pauses between AI decisions for smoother gameplay
Updated post-match Victory and Defeat screens
Updated Tutorial experience
Added Success/Fail indicators for cards that require Battle Value draws
Expanded and overhauled look/feel of Options screen
Updated Credits screen
Adjusted Intro movie
Added more Loading prompts where relevant
Updated the look/feel of game buttons
Bug Fixes:
Fixed: Changed test on Earth Geysers from Claw Smash to Claw Slam
Fixed: Small spacing issues on Age cards
Tracking: Timing issues with AI discards. Put in fix.
Fixed: Hoard did not always light up for Shed Skin option.
Fixed: Tooltips would sometimes get "stuck" on.
Investigating:
Fire Breath - Rank 3+ may lock the game if opponent is forced to discard from Hand/Hoard via the attack's bonus effect.
Your Nemesis Awaits
Hello, dragons!
Version 1.16 of DragonClash has arrived, and it comes with another juicy content update - new boss dragons! Tired of getting crushed by The Crone? Well, now you have three new dragons to challenge the strength of your dragon brood! Let's have a (non-spoiler) look!
YABUL Known as the "Hatchling Hunter", Yabul has aligned himself with the ancient and powerful red dragon, Yanthas, and the Great Father, Oblivion. Tasked with hunting down and culling the lines of dragons deemed promising (and thus a threat), Yabul has consumed hundreds of eggs and crushed the broods of countless dragons. However, his unending hunger has become unwieldly - even to himself - and something darker has begun to stir within.
TRIAXIA Once a noted ally to humanity, Triaxia's fate took a dark turn when her last eggs were hunted and destroyed by human trophy hunters. The loss brought a dark shroud of madness upon the silver dragon, and eventually Oblivion's taint. Now two additional heads, made of inky black mist, emerge from her fur-lined body. They whisper dark thoughts into her ears, twisting her mind between three different personalities, but all have a singular purpose - destroying all living things. You'll be a good start.
OPEARLCA Largely considered the first dragon ever born, Opearlca arose from a devastating oil spill along the Alaskan coast. The polluted waters and dying wildlife tainted her blood, but rather than purge herself of it, Opearlca embraced the agony - believing it brought her closer to the Earth Mother, Gaia, through their shared pain. She was wrong. Over the long years, Oblivion took hold and a twisted evil swirled like an oily mass beneath her icy scales. Now called the Tainted Pearl, Opearlca doesn't seek to protect Gaia, she seeks to become her.
CONTENT INCLUDED
Yabul, Triaxia, and Opearlca have joined the game as nemesis dragons. You will encounter them as you win matches, in a rotating fashion.
An updated milestone board with additional themed badges (along with new Steam achievements!)
COMING SOON Plans for the next update are still in the works. I'll be looking at doing another balance pass and a general polish pass, but we'll see if additional content sneaks in as well.
EARLY ACCESS DISCOUNT We're also getting closer to the date DragonClash will leave Early Access. Just a reminder that early adopters not only get to experience the game first and help shape the game with their feedback, but they also get the game cheaper! If you're already a game owner - thank you! If you've been following along via the updates, please consider jumping aboard. Your support helps my indie developer efforts and you'll get the game at its Early Access price.
UPDATE NOTES
Version 1.16 Gameplay:
Three new nemesis "boss" dragons have been added to the rotation: Yabul, Triaxia, and Opearlca.
New milestones and Steam achievements have been added
AI Revisions:
Modified AI use of Burst when it has low life or hand count
Modified Select Range AI for melee dragons when both dragons are near death so AI goes for the gullet instead of turtling up.
User Experience:
Aura Darts may still be attempted at 0 (or negative) Spirit. In this instance, Battle Vaue will be drawn as normal, but Aura Darts will do 0 damage. Allowing use in case there are instances players want to discard the card or cycle their deck, to stack Battle Value.
Bug Fixes:
Fixed: AI will not Ascend if hand is full
Fixed: Blue Adept - Mature Wyrm avatar display bug
Fixed: Issue with AI looking at wrong discard pile when checking if empty prior to recalling cards
Fixed: Audio FX for AI discard cards overlapping with discard cards at end of turn
Fixed: Slayers causing turns to fall out of sync when no cards in deck(s)
Fixed: AI attempting bonus Claw Slam, even if first missed.
Fixed: Game may lock if player is Blue Adept and opponent is Ugrack, if he does not have a Sludge Breath in hand.
Fixed: Night Terrors grants +1 Battle Value for AI, even if it misses.
DragonClash: Version 1.15
A small patch to address some issues that have cropped up since the last content update. As always, I'll continue to monitor things and will push additional patches if needed.
Version 1.15
AI Revisions:
AI will now take into account Sage Towers and Slayers when deciding whether to attack when low on essence
Bug Fixes:
Fixed: Claw Slam milestone badge and Steam achievement not tracking properly with Rank 2
Fixed: Issues occur if recalling an attack while hand is full.
Fixed: "Hand is Full" prompt overwrites Actions Remaining prompt
Fixed: Shed Skin button appears if hand if full. Shed Skin requires you have less than 10 cards in hand.
The Mountain Awakens
Happy New Year, dragons!
Version 1.14 of DragonClash has arrived, and with it comes our slumbering giant, the Brown Mauler! He's a lover of naps, snacks, and smashing things. Sound perfect? Read on!
ABOUT THE BROWN MAULER The Brown Mauler loves to mix it up with powerful melee attacks, but is equally adept at absorbing damage, making him a formidable close-ranged dragon. True to his breed, the Brown Mauler is also apt to take naps (sometimes on top of the opponent!) Waking this sleeping monster isn't wise, as an awakened Brown is able to use its dreams to recover cards straight from the discard pile and buff attack ranks or Battle Value draws as it goes mad with Night Terrors. The Brown Mauler is slow to develop, lacking the early access to more advanced attacks that the other dragons possess, but once this boulder gets rolling he can be hard to stop!
CONTENT INCLUDED
The Brown Mauler deck, with 4 new attacks and an array of new Gifts, Actions, and Counters.
Ugrack, a new AI opponent to hunt
The Brown dragon lair, available to evolve from a modest mud pit to a tropical paradise.
An updated milestone board with additional Brown-themed badges (along with new Steam achievements!)
COMING SOON I'm going to let the Brown Mauler settle in a bit and monitor how he behaves with others. A balance and/or bug fix patch may come, if needed. BORING, I know...
So, how about more BOSSES! The Crone is not the only nasty dragon your brood needs to worry about. Get prepared, because the next major content update is going to include many new challenges for you to face (along with new badges to collect!)
UPDATE NOTES
Version 1.14 Hot Fix:
Fixed: End Phase button would sometimes not spawn after training an Attack.
Fixed: "Hand Is Full" formatting
Version 1.13 Gameplay:
The Brown Mauler is now available to hatch!
Ugrack has been added as a new AI opponent to hunt
Brown Mauler milestones and Steam achievements have been added
Constrict: Card rules and text change. Now requires 2 cards in deck not Essence
Stun will still draw Battle Value, even if opponent is already stunned (but effect will be ignored if Battle Value draw is successful).
Added new "Slick" milestone. Quick Feint will no longer count towards "Nope" milestone. Adjusted graphic for "Nope" milestone to avoid confusion.
AI Revisions:
Modified use of Double Jaw
User Experience:
Effect indicators will not spawn if a dragon is already affected unless that effect is cumulative (i.e. Ice Blood)
Game prompts added when player uses a card, but opponent is already affected (i.e. if player tries to Stun an already stunned opponent). Allowing players to still play these "dead" cards, as there may be fringe cases where you want to discard cards to stack your deck
Added "this turn" to Tail Slash and Frost Breath card text for clarity
Revised rules (page 12) to clarify that effects are not cumulative/stackable unless specified
Cleaned up consistency in effect box text
Modified use of game prompt when recalling attacks
Bug Fixes:
Fixed: Defend card text should say "End of Attack" not "End of Turn"
Fixed: Not tracking if a player hit with a Melee attack if AI/Player passes on Attack phase
Fixed: Fire Breath effect not triggering on "next" turn if opponent also stunned
Fixed: Taunting Breath text should indicate last "attack" not last turn. Also missing "on hit" in text
Fixed: Burst highlights not checking for Frost Breath effect
Fixed: Bonus Taunting Breath (Tail Slash effect) not checking for Silence effect.
Fixed: End Phase buttons sometimes not spawning due to delay timers between actions or spawned too soon (while previous action was still resolving)
Fixed: AI does not account for cards in hoard when deciding whether to play some counters
Fixed: Ascend delay timing and recall text inaccurate