I thought to give you the heads up that the next patch (that I'll upload shortly) is going to be quite large in download size (around 360mb).
This won't affect much the overall game footprint in the disc as it mostly replaces existing files which means that the resources files had to be rebuilt from scratch.
The game size itself will increase by 80-90 mb or so, as I also added around 75 artworks for the free (upcoming) enemy addon and 4 additional underwater environment/stages.
You can read more details in the patch notes below.
Patch Notes - 1.053.3
Added 75 artworks for the (upcoming) free enemy addon.
Changed all the Enemy Artworks Post-process method to look a bit more hand-painted and blend better with the actual hand-painted artworks.
Event rewards can now skip the world clock to night or day using Nightfall:1 or Daybreak:1
In your Headquarters (Conquest only): [1 Ration] non-Vampires can retire in their chambers, they'll heal 15 HP & 15 AP. World clock will skip to early morning (stores are opened)
In your Headquarters (Conquest only): [1 Ration] Vampires can retire in their coffin, they'll heal 25 HP & 5 AP (wake up hungry). World clock will skip to midnight (stores are closed)
"Quest States" can be additionally awarded through perks i.e a 'Waterbreathing' perk could grant QuestStateWaterbreathing:true, then use this in events to check if the player has Waterbreathing.
Added 4 new 'Underwater' Environment Graphic Sets: Underwater Ruins, Underwater Mines, Submerged Temple & Flooded City (5 Slides each). (Note to modders: Non-Underwater generic enemies will still appear there so better use them for Challenges. Maybe also restricting entry to races or players with waterbreathing through a quest state?)
In Sling's Bay: Mortimer's boat moved below challenges (as the first area determines the travel stage difficulty)
Fixed a typo in Brawl & Feline Reflexes preventing their contingencies for triggering
War for Roverford DLC is now available on Steam
Hi folks,
The War for Roverford DLC is now available for purchase on Steam. It features countless new mechanics both in cards and inside the new game mode Conquest. So if you have any questions don't hesitate to ask.
If you've been running the DLC2 preview, it's best to uninstall it before installing the new DLC to avoid conflicts. Last but extremely important: Before you run the DLC make sure you are also running the latest game build 1.053.
Patch Notes - v1.053
Misc Changes & Additions
Extra layers of protection for Soulmate allies to prevent accidentally losing them: The first Soulmate (you are supposed to only have) will always get skipped first (regardless of the protected type) when determine which ally to sacrifice (over exceeded limit)
(Protected) Allies can't have their type reset/altered through a "ChangeAllyType" effect. (They can still gain new Types through 'AddAllyType' if they have less than 4 types)
Updated Artworks for several Runecaster cards
Added a check in Challenges to verify if the listed Bosses & Factions actually exist in the Player's setup before appearing in the activity selector.
ie. DLC1 challenges will only appear if the player has DLC1 installed and the boss you are supposed to defeat exists.
this will also prevent errors from occuring if the Faction or the Boss is mistyped while defining the area challenge.
Modding Support for Persistent Influence with NPC, Locations or Factions
You now can check / set the Player's influence with factions, npcs, locations etc through events
This influence is persistent across sessions like quest states & is saved in Player's save file. Will only resets if the player Ascends or starts a new character.
Unlike Quest states though Influence is represented by numerical values. If the value exists it increases or decreases by x. If not is set to x.
As Event reward: Influence[Key]:x, will set or increase/decrease Key by x.
i.e InfluenceGrysbog:3, could represent Player's fame in Grysbog and set value at 3. Then the player does something bad there InfluenceGrysbog:-1, new Influence becomes 2. etc.
As Event requirement: Influence[Key][Comparison]:x where comparison is <,<=,> & >= or ==
i.e InfluenceGrysbog<=-3, will check if Grysbog influence is <= 3
Conquest Mode Additions
Completing Quests & Challenges will increase the Player's influence in each Location.
Player's status in the City/District will change once they reach influence 25, 75, 175, 225 & 425
25 or less: Meager/non-existant influence. You access lower Tier Equipment, Allies & Trainers than normally (-1)
25-75: You have some connections. You have no bonus or penalty to the Equipment, Allies & Trainers you can access.
75-150: You are well-connected. You can access higher Tier Equipment, Allies & Trainers than normally (+1).
150-225: You have 'friends' in high places. You can access higher Tier Equipment, Allies & Trainers than normally (+2).
225-425 (Noble only): You have a seat in the local Council. You can access higher Tier Equipment, Allies & Trainers than normally (+3).
425 or higher (Noble only): You are the Governor of [Location] You can access higher Tier Equipment, Allies & Trainers than normally (+4).";
Mods can now remove specific Bosses
In Enemy DB mods: you can now remove bosses from vanilla content or mods with higher priority using REMOVEBOSS#
i.e REMOVEBOSS# Hulda
Roverford DLC (release candidate)
Updated several ally artworks with improved versions
Noble, Ulniir & Dreamshaper are now fully integrated in game Unlockable & with Mastery Achievements.
Added new Areas in the Adventure mode locations
Added final rewards & additional challenges in the Adventure mode areas
Finalized Roverford Card Set 641/600
Patch Notes - v1.053.2
Starting up the game will check if there is any conflicts between installed mods & dlc (namely the DLC preview mod & owning the actual DLC) and display a relevant message if there is a conflict. You'll still need to delete the conflicting mod manually. This message will only display only if you do own the DLC & also have installed the preview mod.
Added support for a third faction in Conquest areas for modder's use in the Adventure mode locations: "AffiliationTertiary":"Faction name"
Boosted the amount of influence yields on exploration & challenges. Challenges completed after this patch will yield significantly more Influence & Perk points than before.
Added the missing Dreamshaper Preparation option in the Hourglass menu
Blank ChangeAllySpecial:1 rule will display as: "Ally loses all 'Special' abilities, then gains 'Defensive Stance"
The War for Roverford Preview - Part II
Hi folks,
I hope that these trying and difficult times find you and your loved ones in good health and spirits. There isn't really much one can say on this topic without sounding like our gloomy Poet, so I think I'll just skip ahead to today's news.
There are some mixed news regarding DLC2.
The bad news is that due to unforeseen circumstances I'll have to cut the Enemies from this DLC. As the alternative would create a domino effect with probable result pushing the DLC release date to June and beyond.
The good news is that you'll all be getting them for free, once/if/when I get to render their artworks.
Ok I know that most of you don't really care for these artworks anyway so in the meantime I'll also be sharing the enemies database file in the modding repository of our Discord server for any modder to use them or modify freely and reshare in their own mods.
With the Enemies & new bosses cut, the rest of the DLC is actually ready (aside very few minor details). So most likely will be releasing it next week, and that's the reason why the DLC preview is no longer available in our Discord server.
So If you had the chance to play the DLC preview and plan to buy the actual DLC make sure to uninstall the preview version first through the mod manager to prevent conflicts. Now will also be a great time to give me your feedback and impressions on the DLC preview if you haven't already.
Last but not least let's have a sneak peek in the 3rd playable archetype: Dreamshapers.
Dreamshapers are born with immense magical powers. However most live and die an ordinary life, unaware of their true potential.
It is said, that only once bonded with her Soulmate a Dreamshaper can tap into her powers and harness Arcane forces beyond her wildest dreams. But then again, their fates become entwined and often loss of one means loss of the other.
Dreamshapers can move objects with their minds, compel people into doing their bidding, transmute and change the substance of things and conjure powerful illusions.
Dreamshaper's gift passes usually from a mother (who never realized her potential) to her first born daughter. This is just a soft/lore based restriction and you are free to create a male Dreamshaper character if that's what you want.
Deadly Sins effects (Wrath, Pride, Gluttony etc.) will now have their magnitude boosted from Empower.
Several Actions with negative healing will now instead use the new PayLife or PayAllyLife effects. This effect scales up with card leveling so the initial values of life loss cards have been set lower & had their overall card effects improved or tweaked. Some actions still use negative healing as it better matches their theme.
Misc Changes & Additions
Events Options can check for Unspend PP && Unspend LP with PP:x && LP:x
Changed Merge rule to be clearer that the card you play doesn't count. The expanded rule will now read: "Discard all (other) Actions in your hand with the same name. You gain +3 Empower for each of these Actions discarded this way." while the Codex will also offer an example.
Wyverns will now count as Dragons for the purpose of card targeting, Bane & Destroy effects
Squeezed a bit the Archetype selection during Character Creation to fit more archetypes without scrolling
'Intense' effect expanded to harm allies when used on them
New Action effects: PayLife:x, You lose x Life & PayAllyLife:x, Target (Ally) loses x Life (in both cases x is a positive value that will increase as the card gains levels)
Card Rules mentioning HP or AP loss will display in red color.
Card rules displayed in the log will include any adjustments made to them because of the Empower bonus.
Bugfixes
Merge effect message wasn't showing up in the log if only one card was discarded.
Merge effect wasn't triggering before all card effects that could be Empowered, leaving some un-Empowered.
Merge count was one less if the card casting method was drag & drop
ChangeAllyArt[art] effect will now work properly both for vanilla & custom artworks
War for Roverford Progress
Card Set 611/600+
(New Archetype) Dreamshaper
Special Ally type "Soulmate": Player dies & lose the game if their Soulmate ally dies.
New Adventure Map and Travelling System
Hi folks,
Today's patch changes the Adventure mode map to a more colorful design & also adds 4 additional location placeholders. The upcoming DLC2 will be making use of these new locations (and maybe a couple more) & modders can create their own areas in them as well regardless of the DLC.
(You can find more info on the upcoming DLC below)
The location pins, in case you wonder, represent the noble house ruling over this area, and I will give you more information about its significance in a future patch.
The other important change regards travelling to new locations.
Prior to this patch you could travel instantly to the next location. Now you also have to go through a (small) stage of 2-8 nodes before reaching your destination.
This "Travel" stage is procedurally generated & its length depends on the days required to travel to your destination.
It's possible to face no encounters. But if you do, the enemy levels will match the enemies of the first area in that location. So before you decide to travel to a high level area make sure that you can actually survive the journey. As it will be impossible to abort/retreat to the tactical Map during this stage. After completing your journey you may earn a small amount of tokens, mastery, XP,PP & Farthings (or nothing) as is usual after completing any stage and you can begin exploring the new location like before.
Currently while travelling there is a chance to encounter totally unsuitable (flavor-wise) events. Particularly during the sea voyage. I will be amending that in the next patch.
Patch Notes - 1.052
Adventure Mode changes
Changed Adventure Map Graphic
Added +4 New Locations placeholders for DLC2
Travelling to a new area will now take you to a small stage matching in difficulty the first area of your destination. Stage length is the amount of days required to travel + 0 to 4 extra nodes. Retreat is no longer possible while travelling.
Completing travel stage will reward a small amount of tokens, mastery, XP,PP & Farthings.
Misc Changes
in the Card Overview: Added an extra close button for the cases where the combat log hides the x button. Left the x button where it is for those who got used to it.
In Character Sheet: Equipment Upkeep is now reducted from the AP/Turn regen rate, and is also displayed below AP/Turn as "AP Upkeep". While there is an AP Upkeep due to equipped passive equipment both the AP/Turn & AP Upkeep color will change to dark red.
Patch Notes - v1.052.1
New Location Properties: TownIsLocked:true or false, AffiliationRace:(race), AffiliationPrimary:(faction) & AffilitionSecondary:(faction)
Towns can be Locked & only players with AffiliationRace, AffiliationPrimary or AffilitionSecondary as Disciplines can access them.
New Game Mode Option: Conquest:true or false
Adventure Modes with 'Conquest:true' will let the player purchase additional allies & equipment based on the Location affiliations. If the player also shares that affiliation they will gain access to higher Tier Summons/Equipment than the settlement Tier would normally allow.
Adventure Modes set to 'Conquest' have the Headquarters.json event hooked on the Hourglass button while in Headquarters & Explore.json during Travel/Exploration
Moved the Event dialog slightly down so that Stage indicators are visible
After completing a Travel stage the Area completion message changes to "You arrive in (Location)"
Sea voyage Travel stage will always be shorter and include Coastal or Pirate Coalition encounters
While creating non-procedural stages you can pick enemies for a node through "Environment:(environment)" similar to "Faction:(faction)" i.e "Environment:Coastal"
War for Roverford Progress
Legendary Weapons
Updated/Modified the various Adventure Locations to be ready for DLC2
The vanilla Adventure mode in WFR is now Dynamic (just the Rewards/Enemy & Area levels are persistent)
'Conquest' Game Mode additions (Area Affiliations, Additional Affiliation based summons/equipment in all Towns, New Towns, Initial Headquarter event)
Patch Notes - 1.052.2
Misc Changes
Minor Tweaks in the Adventure UI
SetClass can be given as Perk reward to change the Player's class mid-game ie. SetClass:Necromancer
Increased the bounding box around adventure map locations
Changing Ally Artworks with Cards
(New Action Effect) ChangeAllyArt[Art]:1, can be used to change an ally Artwork to something else. (effect won't appear in Card Text/Use OverrideDesc or Flavor)
ChangeAllyArt:1, (recommended method) can be used to change the ally artwork to the artwork of the card causing this effect (will work whether the card uses vanilla resources or the card artwork exists in artwork index)
ChangeAllyArtCardArtworks/Undine/Rusalka:1, will change the artwork to that of the Undine Rusalka regardless of triggering card name (any art overrides won't work, ally art will lock to internal resources)
ChangeAllyArtNPCArtworks/Fledgeling Vampire:1, will change the artwork to Fledgeling Vampire (artwork has to match enemy artwork file name not necessarily their own name, any art overrides won't work, ally art will lock to internal resources)
ChangeAllyArtSavage Pirate:1, will change the artwork to 'Savage Pirate' regardless of triggering card name (assuming this is a custom artwork that exists in the artwork index)
War for Roverford Progress
Added extra Graphic assets
Card Set progress 514/600
The War for Roverford Preview - Part I
Hi folks,
Before we dive into more details about the upcoming DLC - The War for Roverford, you are probably wondering what's with today's patch: basically the first part of the DLC2 resources.
440/600 cards are done along with two playable archetypes. And the estimated release date has been set to early/mid April. Will however confirm on that at a later date. ;)
I also want to give you the heads up, that some ally types are now "Protected", meaning that if you exceed your summon limit, those protected allies will be ignored when determining which ally will get un-summoned.
Protected Allies
Allies with the (Protected) type won't get automatically sacrificed once you exceed your SummonLimit, unless you have more than 3 (Protected) Allies in Play.
If you have more than 3 (Protected) Allies in Play only the first 3 will count as (Protected).
Hideouts, Consorts, Bailiff & Familiar allies are by default (Protected)
Marking a Protected ally as Preferred Target, will bypass their protection and they'll become the preferred Unsummon target
Dragging an Ally in the Discard Zone (Backpack Icon) can manually Unsummon them
(Protected) type only protects an ally from accidentally losing them because you exceeded your SummonLimit
As I mentioned in an older post, the main theme of the new DLC is War. And the 2 new archetypes that I will talk to you about today are all about War.
War of Roverford Archetypes
Noble (Class):
You are the scion of a noble house and well versed in the treacherous ways of the royal court & politics. For the most part you have been enjoying your privilege, vices and the occasional political maneuvers.
Till today. The time for War and to honor your Oath is nigh...
Ulniir (Race) by Ashthh (Gurrflumfr)
Ulniir was the very first explorers and seafarers that arrived in Folkswave from the Ulnathiir Empire around 760 EC. They established major trading posts and settlements across the entire Northern Folkswave's coast and they even enjoyed several decades of peace & prosperity before their first children started to mutate and display animalistic features and traits; as historians suspect due to Folkswave's unique Leylines. It was at that time that Ulnathiir & the rest of Elos broke ties and trade, leaving the Ulniir cut off from the rest of the world for a couple more centuries.
When the Doventhan Elosars arrived in Folkswave around 994 EC they found several disorganized, barbaric and warring tribes.
In the words of those Doventhans: 'monsters' and 'tree-hugging savages'. Even though the Ulniir fought fiercely, they soon lost to the more advanced weaponry of the Doventhan Elosars.
Ever since, the Skarfjord steppes had been Ulniir home: harsh, cold and deadly but welcoming to all Ulniir brethren. A sacred place were Chieftains of all tribes had to let their differences go, drink and talk together like old friends. And more recently the capital of 'New Ulnathiir' seat of Ulfarg, great King of all the Ulniir Tribes...
Now aside from these two Archetypes, over 60% of the card set will be expanding all existing Races with new cards, allies and racial factions. There will also be around 100 new enemies, adventure mode locations & challenges. But more of that in another post. ;)
For everyone interested to beta test & preview the upcoming DLC, keep an eye in our Discord server. I will be giving you more details there in a couple of hours. ;)
Patch Notes - 1.051.1
Balances & Rules changes
You can now choose in the game mode options the Max Concealment attainable in that mode by setting the "MaxConcealment":x property.
The default value for maximum Concealment in all vanilla modes is 65%.
Any Concealment buffs played beyond Max Concealment are ignored and instead a relevant message displays.
Updated the 'Equipment' codex entry for more clarity on how Active equipment behaves.
Changed the extended decription of Active, Weapon/Offhand & Passive equipment for more clarity.
Weapon/Offhand: While Equipped, Weapons/Offhand are drawn each Turn before your Draw step (You then draw cards up to your Handsize). Using Weapons/Offhand cards is Optional.
Active/Activable: While Equipped, this Item is added to your Hand each Turn right after your Draw step. Using it is Optional.
Passive/Automatic: While Equipped, this Item is played each Turn automatically on the 'Optimal' Target (but only if such a target exists)
Active/Activable & Passive/Automatic equipment will also state their type in their description as Automatic or Activable
Protected Allies
Allies with the (Protected) type won't get automatically sacrificed once you exceed your SummonLimit, unless you have more than 3 (Protected) Allies in Play.
If you have more than 3 (Protected) Allies in Play only the first 3 will count as (Protected).
Hideouts, Consorts, Bailiff & Familiar allies are by default (Protected)
Marking a Protected ally as Preferred Target, will bypass their protection and they'll become the preferred Unsummon target
Dragging an Ally in the Discard Zone (Backpack Icon) can manually Unsummon them
(Protected) type only protects an ally from accidentally losing them because you exceeded your SummonLimit
Bugfixes
Arquebus is now 2H, replaced its offhand version with a 2H variant
Fixed some typos in the Localization file
Fixed a typo in the Vampire Coven definition.
Entering Dungeon-like areas was skipping parts of the EoT sequence and could lead several bugs like drawing duplicate equipment
Resuming a save game (from the resume slot) was auto-advancing node skipping parts of the EoT sequence
Misc Changes & Additions
Initial Artworks & Resources for War for Roverford Expansion
Added Ashthh's Ulniir Card set & Race
War for Roverford Expansion Progress: 440/600 Cards are done
Patch Notes - 1.051.2
In Book of Heroes: Instead of Revive (Play in the same Game Mode) you can now (alternatively) send your defeated characters in Adventure+
Several Cards that use AdjustStatus[Status] now use Dispel[Status] instead.
Dispel details rule will now read: "A successful Dispel attempt removes up to x Status counters from Target Enemy."
Perk Additions: You can use SetRace:[Race] when defining perks, to change the player's race to something else. They'll retain their current disciplines which you can then add/remove as see fit. i.e A Vampirism perk could be => SetRace:Vampire, AddDiscipline:Vampire
Searching the Codex for 'Custom Resources' like Judgement or Grace will now display the Codex entry of 'Custom Resources'
Fixed a bug preventing the visual indicators - when the player suffers damage or receive a negative status - from showing up on Player's Avatar
Hex Ward explanation was missing from the Codex
Summoning an ally while a synergy was active was give +1 Lifespan
Patch Notes - 1.051.3
Entering a new Area no longer move the Echo Trigger phase to the start of turn. Any benefits earned during EoT from an Echo action are lost once entering the next node.
The message that you entered a new area and that your effects debuffed will now always appear in the combat log regardless verbose mode.
Added support for MinDeckOverride, MaxDeckOverride & MaxConcealment settings in ModifyGM tool
Quest States
Modders can now define & check quest states to determine if certain events or options can/should appear to the player
States are saved in the player's save file and will persist across sessions/will only reset during an Ascension (or a Redemption)
You can Set/Update states using QuestState[State Name]:[State] as Event Reward
You can set any string you find convienient as state name & state
ie: QuestStateThe Poet and the Pond:Met
ie: QuestStateThe Poet and the Pond:Left to Die (This will replace the previous state)
ie: QuestStateThe Poet and the Pond Resolution:Left to Die (while this will coexist along with the first state)
You can check if a Quest state has reached with the same check:
ie: QuestStateThe Poet and the Pond:Met, QuestStateThe Poet and the Pond Resolution:Left to Die (will only return true if the player has both states)
Patch Notes - 1.051.4
Passive/Automatic Equipment will always display their Upkeep costs in the Log
Log will always display a message if Passive/Automatic Equipment was skipped. (& Verbose mode will offer additional explanation)
Fixed a bug that prevented from fetching Trinkets from your stash
Trinkets & multi-use Cards will remain in your stash as you draw them from your backpack. Multi-use cards uses will get consumed as you'd expect. Single use cards will get moved from stash to your deck when picking them up from backpack, and if unused will remain in your deck till you use them (or till an effect forces you to discard them)
Card Text generator will now generate the card effects categorized in the order they trigger
UI Improvements, QoL Additions and New Action Effects
Hi folks,
This is a major update & includes hundreds of changes both visual and under the hood as well as an updated version of the unity engine. Therefore the large update size.
After the second run you should also see an increase in performance among other things.
Now whether you prefer this or the previous graphic style you'll be happy to know that it's mostly themable by modders. i.e Modders can now create their own card styles, or dress up the event and exploration dialog with a different skins. So keep an eye in the Workshop. All in all though, I hope you'll find the readability and the overall experience improved.
Before I let you jump to the patch notes, there is a really important change I want to highlight: Fleeting, Cursed, Mutate & Unravel effects will now trigger just before the 'Draw Step' instead of immediately after you End your Turn. You can activate the verbose log to see where this exact phase occurs. Their card rules have changed to 'If a card with this effect is in your Hand before your Draw Phase: [this happens]'. This in practice will change the way several cards play and particularly Unravel+.
Let's see some examples:
Before: Unravel Defend 2, was giving you 2 Defend as you ended your turn. Then enemies were attacking. You had 2 defend during that attack. Now: Enemies will attack before you get your defend bonus from Unravel, but you'll start your turn with a Defend 2. This way you can expend it or benefit from it the next time enemies will attack.
Before: Unravel Retribution 3, was giving you 3 Retribution as you ended your turn. Then enemies were attacking taking this retribution damage. Now: Enemies will attack before you get this retribution bonus, but you'll start your turn with Retribution 3. This way you can use it on a Wrath attack or benefit from it the next time enemies will attack.
Before: Unravel Blood Surge 2, was giving you 2 Blood Surge or any other expendable resource as you ended your turn. You could only use this resource to power up equipment or use cards on enemies as instants while they were attacking you. But at the start of your turn it was gone. Not so useful. And aside from Defend, Retribution & Concealment most buffs you want to have at the start of your turn rather than before the enemy attack step. As the Unravel effect significantly expanded to trigger virtually any effect for the upcoming DLC, it was crucial to move its phase later in the End of Turn steps. Now: You'll start your turn with 2 Blood Surge.
You should probably read the patch notes below for more details on what has changed.
Patch Notes - v1.050
Important Gameplay Changes
Fleeting, Cursed, Mutate & Unravel effects will now trigger just before the 'Draw Step' instead of immediately after you End your Turn. You can activate the verbose log to see where this exact phase occurs. Their card rules have changed to 'If a card with this effect is in your Hand before your Draw Phase: [this happens]'.
When changing nodes (enemies aren't present at this point) Passive equipment won't trigger if a harmful synergy is passed to it from an echoing action or the previous equipment. (Unlike Noob Protection setting the Echoing actions will still form their proper chain regardless if the player is choose to target themselves with a harmful action or not.)
UI Improvements & Misc Changes
Races & Classes will display in their codex entries their (default) Ally Slots & Min Deck values
Card text is now scrollable. The scrollbar will appear only if the card text doesn't fit in the the text box. (To drag a card you now have to click/hold anywhere except its text box. i.e Cardname, Card Image, Card frame etc. But not in the Card Textbox itself as click/hold can also initiate scrolling similar to the mouse wheel.)
Changed various UI elements & graphics
Updated to the latest Unity version
Misc code improvements & optimizations
Changed the Card Template design & font. Card/Log text will now support more special/international characters.
Summoning Cards will now display in the Card Template a brief summary of the Summon stats regardless the card text
Increased the scale of Card Preview Cards. It will also always show the original card, so you can also use this feature to just zoom on cards on smaller monitors.
UnravelEffect will now render properly the following composite effects if they are defined through their shorthand notation:
Synergy
, Spellcraft @, CustomBuff ++, Afterimage >
i.e UnravelEffectEclipse>:1, will Afterimage the Eclipse card. While UnravelEffectEclipse#:1, will Craft the Eclipse card.
UnravelEffect will render complex 'scripted' effects as 'Secret Effect' (Card Info dialog (Scroll Icon button) will show up any related Secret Effects or associated cards.)
Removed the Stash view. (You can 'Del' non-Skills cards from the 'Deck Builder' view)
Tweaked the Layouts in the Main Menu, Player's Handbook & Enemy Compendium, Card Preview & Card Overview windows
Tweaked several UI Elements to better fit the new aesthetic
The Summon Card Attributes now have a background container behind them as they were hard to read in full frame Summon cards
Smarter Filters in Character Sheet: If all filters are active, clicking any filter assumes you want to see only those cards. So it will first disable all the other filters and then activate that filter. You can then add more fliters/types to include them in the selection.
Black Market & Conjuration 101 will now open a Merchant interface using the "PurchaseFrom" effect.
All Cards that Expend Farthings has been assigned the FixedCost keyword too. (Their Farthings cost will remain fixed as they gain levels)
Allies that can't attack (ie. Hideouts, Barricades, Traps & (Passive) ) cannot be harmed by Auras (ie. Aura of Light & Darkness)
Custom Card Templates
Modders can provide a custom Card Template for all Cards (or for Cards of a specific discipline)
Create your mod as normally & put your card templates in the Templates folder of CustomArtworks.
To change the Template for a specific discipline create this file: CardTemplate[Discipline].png i.e CardTemplateSylph.png
To change the Template for all (or all other) cards create this file: CardTemplate.png
Card Templates files are 200px x 293px.
Card Template mods require v1.046.3+
You can customize the Scroll Icon in your custom card templates by providing a 128x128px (or of similar ratio) ScrollIcon.png or ScrollIcon[Discipline].png in the Templates folder of CustomArtworks.
You can customize the graphic behind the Summon Attributes by providing a 64x256px (or of similar ratio) SummonAttributes.png or SummonAttributes[Discipline].png in the Templates folder of CustomArtworks.
Custom Dialog Designs
Modders can provide custom graphics for the Events & Map Exploration UI
In Events UI: You can customize the Background/Design of the Events UI by providing an EventUIBackdrop.png in the Templates folder of CustomArtworks.
In Map Exploration UI: You can customize the Background/Design of the Map Exploration UI by providing an ExplorationUIBackdrop.png in the Templates folder of CustomArtworks.
New Action Effects & Modding Additions
Enhancing Allies of a Certain Type
ExtendAlliesOfType[Archetype]:x, [Archetype] Allies get x Lifespan.
StrengthenAlliesOfType[Archetype]:x, [Archetype] Allies get x Power.
FortifyAlliesOfType[Archetype]:x, [Archetype] Allies get x Max Health.
Granting XP to more than one Allies
EnlightenAllies:x, All Allies gain x XP.
EnlightenAlliesOfType[Archetype]:x, All Allies or Allies of certain [Archetype] gain x XP.
Healing more than one Allies
HealAllies:x, All Allies Gain (or Lose) x HP.
HealAlliesOfType[Archetype]:x, [Archetype] Allies Gain (or Lose) x HP.
Reactivating more than one Allies
ReactivateAllies:1, Reactivate All Allies
ReactivateAlliesOfType[Archetype:1, Reactivate your [Archetype] Allies
Multiple personas for the same (unique) Ally
UniqueName:[Name], can be used when defining Unique or UniqueType Allies and you want to set the (unique) name of the Summon to something other than card name or racial type
You can use UniqueName along Unique, when you want to create multiple versions/personas of the same character i.e Rung Jao - Royal Advisor & Rung Jao - Royal Assassin can both be of UniqueName:Rung Jao. (Only one instance of Rung Jao is allowed.)
You can use UniqueName along UniqueType, when you want to override the Unique name to something other than its race types. ie. Nightmare Mount is now defined with: UniqueType:1, UniqueName:Mount, SummonRace:Demon Mount
Morale
Allies can now have various effects that will trigger passively if they deal damage to an enemy.
Morale Ability triggers if the Ally successfully deals damage.
The Scripted effect targets based on its effect either the damaged enemy or the attacker ally. If the target died in combat it will instead get smartcasted.
ie AllyPassiveMoraleVulnerable=3;Venom=3:1, Whenever Ally deals Combat Damage → its target get Vulnerable & Venom 3.
An ally can lose 'Passive' and still be unable to attack. i.e Hideouts can't attack, not because they are 'Passive' but because their type is 'Hideout'
Pen & Paper inspired Dices for Dealing Damage
[Dices]xDx[Sides]:[Modifier], Deals Dices x Sides + Modifier Damage
i.e Gambit2xDx4=1;Element=Fire#3xDx6=1;Element=Piercing:1, Card will deal 2D4+1 Fire Damage or 3D6+1 Piercing Damage.
i.e AllyPassiveMorale1xDx6=2;Element=Water:1, Upon dealing combat damage the Ally will deal an additional 1D6+2 Water Damage to the Enemy they just attacked.
Reverse Target Requirements
When specifying target 'non-' can be used with every race and archetype and not just undead. i.e non-Knight, to target any non-Knight ally.
Finer Perks Control
You can now Lock certain perks from the start, based on whether the player's Archetypes or even Gender
In the Archetype file while defining perks you can use these modifiers: [Race]>Race>Perk:Level, [Class]>Class>Perk:Level, [Gender]>Gender>Perk:Level Or just [Class,Race,Gender]>>Perk:Level to match anything.
i.e I want to give the Noble Class the 'Faction' perk "Knights of the Moon" at Level 1 but only if the player is also a Vampire. I can use Vampire>Race>Knights of the Moon:1, or just Vampire>>Knights of the Moon:1 in the Noble.json file
i.e in reverse I could give the Vampire Race this perk but this time only if the player is a Noble. I can use Noble>Class>Knights of the Moon:1, or just Noble>>Knights of the Moon:1 in the Vampire.json file.
i.e I want to give the 'Daughter's of Ligeia' perk in Undine characters but only if the player is also a Female. I can use Female>Gender>Daughter's of Ligeia:1 or simply Female>>Daughter's of Ligeia:1 in the Undine.json file
Card text improvements
Misc Improvements in the Card Templating generator
If the card is using explicit Targeting ie. Target a Knight Ally & then Reactivate or Unsummon Target Ally. the Card text will display a merged version of both statements. i.e Unsummon Target Knight etc.
If the card uses explicit target, Unsummon the target & has a blood tribute effect to do something, the 'If the target dies' conditional part is removed from the action. (Blood tribute will always trigger because of the Unsummon part.)
War of Roverford DLC Progress
Half of the Card set 300/600 & the first playable archetype 'Noble' is almost ready. With most of the Action Effect additions done, I'll be next adding new Enemy AI responses.
There won't be a DLC preview anytime soon, as this time I am leaving rendering the various artworks for a later time.
Bugfixes
'AddAllySpecial' Card will now show up as related card in the Card Preview
The new theme for Card Copies was displaying the Action Cost behind the Button
Scripted Conditionals wasn't properly displaying the required counters to trigger
Class,Race,Gender Locked perks wasn't showing up in the combined Perk List
UnravelEffectAmplify, will now properly match the Unraveled Card's element
Whenever a Skill is added through a Perk it becomes immediately useable regardless mastery (its mastery requirement is set to 0)
Patch Notes - 1.050.4
Negative DOT Status effects under the player's portrait will display in red color & with a skull icon in front of them.
Fixed a typo in Sanguine Combustion
While calculating Card Potential in Bonus Effects the Parent's Card level was omitted.
You can choose a different font size for the Card Description (14 to 24 Points) Default is 18 Points.
UniqueName Allies wouldn't resolve properly whenever there was an active Synergy.
In Puppeteer modes (Mentalist, Seer & Demigod) Hitting 'Space' first thing during the Boss encounter would reset the Stage to node 1 (of the same stage) instead of fighting the boss.
PaidDraft event was using grey as accent color for the involved AP costs making it unreadable in the new UI design
While having exactly 1 AP it wasn't possible to pick a Card from your Backback
The message you get once you level up (above your portrait) will now display current PP & LP. This is also a clickable button that takes you directly to your perks.
Cards with Fade are marked with ExcludeFromRandomLoot once used for the run (instead of removing them completely from DB).
While having Concealment but not Sneak Attack or a Damage source, the Log would wrongly display the 'Enemy is immune to Sneak Attack' message even when the enemy wasn't immune in Sneak Attack
'non-' Archetype check modifier wasn't working properly while checking an Ally's archetype
Family Vacation and the state of Beta
Hi folks,
I'll be taking off some time for family vacation from today 14 Feb till 24 Feb.
If you need anything during that time, I still might be able to help you through Discord & Steam Forums, but I will mostly be unplugged and away from office.
The beta branch is now in 1.046.6 and fully stable. So if you want to test it and give your feedback before it gets live now would be the time.
(The final build will have some additional theme customization options ie. to change the remaining card template graphics (scroll icon & ally info backdrop) as well as add your own backgrounds in various dialogs, but is otherwise ready for the public. It also doesn't mean that any UI work stops here. I haven't even touched yet the Deck Builder and I won't this month.)
So the first order of business coming back, will be to fix any reported bugs or issues in the beta branch and merge these changes to the default branch.
The DLC development is progressing quite well and around 250/600 cards and the first archetype is almost ready as of yesterday. There probably won't be any public beta testing phase on this one though (or at least any time soon), as I will leave rendering the graphics for the end. Release will be sometime in April/Early May. But will tell you more on that as its development progresses.
New Card Design, Misc UI Improvements, Unity Engine update, New Action Effects
Hi folks,
1.046 is a preview/beta build and part of the larger update that will be arriving later this month (Probably near the end of February). Till then all the patches will be heading straight to the development branch.
There are already several UI improvements, update to the Unity version and literally hundreds under the hood code changes. If you are curious where things are heading, or want to help by testing the new builds you can switch to the Development branch and join the beta testing. All known bugs have been fixed. So let me know if you encounter any new.
The patch notes won't tell you much, as is one of the show rather than tell situations:
Enjoy the new changes! And let me know if you encounter any issues.
Patch Notes - v1.046.6 (Development Branch)
UI Improvements & Misc Changes
Races & Classes will display in their codex entries their (default) Ally Slots & Min Deck values
Card text is now scrollable. The scrollbar will appear only if the card text doesn't fit in the the text box. (To drag a card you now have to click/hold anywhere except its text box. i.e Cardname, Card Image, Card frame etc. But not in the Card Textbox itself as click/hold can also initiate scrolling similar to the mouse wheel.)
Changed various UI elements & graphics
Updated to the latest Unity version
Misc code improvements & optimizations
Changed the Card Template design & font. Card/Log text will now support more special/international characters.
Summoning Cards will now display in the Card Template a brief summary of the Summon stats regardless the card text
Increased the scale of Card Preview Cards. It will also always show the original card, so you can also use this feature to just zoom on cards on smaller monitors.
UnravelEffect will now render properly the following composite effects if they are defined through their shorthand notation:
Synergy
, Spellcraft @, CustomBuff ++, Afterimage >
i.e UnravelEffectEclipse>:1, will Afterimage the Eclipse card. While UnravelEffectEclipse#:1, will Craft the Eclipse card.
UnravelEffect will render complex 'scripted' effects as 'Secret Effect' (Card Info dialog (Scroll Icon button) will show up any related Secret Effects or associated cards.)
Removed the Stash view. (You can 'Del' non-Skills cards from the 'Deck Builder' view)
Tweaked the Layouts in the Main Menu, Player's Handbook & Enemy Compendium, Card Preview & Card Overview windows
Tweaked several UI Elements to better fit the new aesthetic
The Summon Card Attributes now have a background container behind them as they were hard to read in full frame Summon cards
Smarter Filters in Character Sheet: If all filters are active, clicking any filter assumes you want to see only those cards. So it will first disable all the other filters and then activate that filter. You can then add more fliters/types to include them in the selection.
Black Market & Conjuration 101 will now open a Merchant interface using the "PurchaseFrom" effect.
All Cards that Expend Farthings has been assigned the FixedCost keyword too. (Their Farthings cost will remain fixed as they gain levels)
Custom Card Templates
Modders can provide a custom Card Template for all Cards (or for Cards of a specific discipline)
Create your mod as normally & put your card templates in the Templates folder of CustomArtworks.
To change the Template for a specific discipline create this file: CardTemplate[Discipline].png i.e CardTemplateSylph.png
To change the Template for all (or all other) cards create this file: CardTemplate.png
Card Templates files are 200px x 293px.
Card Template mods require v1.046.3+
New Action Effects
Enhancing Allies of a Certain Type
ExtendAlliesOfType[Archetype]:x, [Archetype] Allies get x Lifespan.
StrengthenAlliesOfType[Archetype]:x, [Archetype] Allies get x Power.
FortifyAlliesOfType[Archetype]:x, [Archetype] Allies get x Max Health.
Healing more than one Allies
HealAllies:x, All Allies Gain (or Lose) x HP.
HealAlliesOfType[Archetype]:x, [Archetype] Allies Gain (or Lose) x HP.
Reactivating more than one Allies
ReactivateAllies:1, Reactivate All Allies
ReactivateAlliesOfType[Archetype:1, Reactivate your [Archetype] Allies
Morale
Allies can now have various effects that will trigger passively if they deal damage to an enemy.
Morale Ability triggers if the Ally successfully deals damage.
The Scripted effect targets based on its effect either the damaged enemy or the attacker ally. If the target died in combat it will instead get smartcasted.
ie AllyPassiveMoraleVulnerable=3;Venom=3:1, Whenever Ally deals Combat Damage → its target get Vulnerable & Venom 3.
An ally can lose 'Passive' and still be unable to attack. i.e Hideouts can't attack, not because they are 'Passive' but because their type is 'Hideout'
Pen & Paper inspired Dices for Dealing Damage
[Dices]xDx[Sides]:[Modifier], Deals Dices x Sides + Modifier Damage
i.e Gambit2xDx4=1;Element=Fire#3xDx6=1;Element=Piercing:1, Card will deal 2D4+1 Fire Damage or 3D6+1 Piercing Damage.
i.e AllyPassiveMorale1xDx6=2;Element=Water:1, Upon dealing combat damage the Ally will deal an additional 1D6+2 Water Damage to the Enemy they just attacked.
Reverse Target Requirements
When specifying target 'non-' can be used with every race and archetype and not just undead. i.e non-Knight, to target any non-Knight ally.
Finer Perks Control
You can now Lock certain perks from the start, based on whether the player's Archetypes or even Gender
In the Archetype file while defining perks you can use these modifiers: [Race]>Race>Perk:Level, [Class]>Class>Perk:Level, [Gender]>Gender>Perk:Level Or just [Class,Race,Gender]>>Perk:Level to match anything.
i.e I want to give the Noble Class the 'Faction' perk "Knights of the Moon" at Level 1 but only if the player is also a Vampire. I can use Vampire>Race>Knights of the Moon:1, or just Vampire>>Knights of the Moon:1 in the Noble.json file
i.e in reverse I could give the Vampire Race this perk but this time only if the player is a Noble. I can use Noble>Class>Knights of the Moon:1, or just Noble>>Knights of the Moon:1 in the Vampire.json file.
i.e I want to give the 'Daughter's of Ligeia' perk in Undine characters but only if the player is also a Female. I can use Female>Gender>Daughter's of Ligeia:1 or simply Female>>Daughter's of Ligeia:1 in the Undine.json file
Card text improvements
Misc Improvements in the Card Templating generator
If the card is using explicit Targeting ie. Target a Knight Ally & then Reactivate or Unsummon Target Ally. the Card text will display a merged version of both statements. i.e Unsummon Target Knight etc.
If the card uses explicit target, Unsummon the target & has a blood tribute effect to do something, the 'If the target dies' conditional part is removed from the action. (Blood tribute will always trigger because of the Unsummon part.)
War of Roverford DLC Progress
Card Set [250/600]
Bugfixes
'AddAllySpecial' Card will now show up as related card in the Card Preview
The new theme for Card Copies was displaying the Action Cost behind the Button
Scripted Conditionals wasn't properly displaying the required counters to trigger
Class,Race,Gender Locked perks wasn't showing up in the combined Perk List
Improved Backpack mechanic, Misc UI and QoL Additions
Hi folks,
Normally, I would be just updating the patch notes for v1.045, but since the 'Backpack' mechanic to retrieve consumables & trinkets changed completely, I thought to give you the heads up in a separate post.
For starters, the old backpack functionality is still there, so if you prefer it, keep using it through its shortcut (Shift+B).
However I hope you'll find the new system more easy & enjoyable to use and it will motivate you to keep a leaner stash. The key points are:
a) Clicking on the Backpack icon will now open the Choose Card interface populated by 4 random consumables directly from your Stash. (So no need moving them into your Deck and shuffling). b) You don't have to discard your hand, but you'll pay 1 AP for each of the cards you'd choose to draw. c) Only the cards you'll choose & draw are moved into your Deck. The rest stay in your Stash. From those you draw, only those you actually use will get consumed, the rest will remain in your discard pile. d) You can use this button once per turn.
You can read more details on what else changed in the patch notes below:
Patch Notes - v1.045.3
Misc Changes & UI Improvements
The view Drawpile button is now somewhat more prominent. (Still located in the bottom of the Deck)
The Shuffle deck button moved too in the Bottom of the Deck (next to the View Drawpile button)
Any Consumables in your Deck, Stash, Deck Builder etc. & any Equipment with Durability or Charges will now display in an Orange color to be more distinctive
ChooseOne/LootOne/Purchase/Clairvoyance/Dialogs that prompt to pick cards will only have randomized order if the choice pool is of more than 4 cards.
Added a distinct SFX when enemies receive Retribution damage
After selling Equipment or Commodities in town Sold items, the view wont scroll & any sold items will remain in place. Their button will change to 'Sold for x Farthings'. (You can always clear the view by clicking on the 'Sell Equipment' or 'Sell Commodities' buttons.)
When Adding/Removing Cards in the Deckbuilder the view will remain locked in place
You can drag & drop allies in the Discard Zone to dismiss them
If a card specifies that it needs to target an explicit target ally & is smart casted, it will now target the first suitable ally (unless the player has marked any ally as the Preferred target)
UnravelEffect text will expand to display the full effect. i.e UnravelEffectFocus:1, will read: Unravel → You draw a Card.
Improved 'Backpack' Mechanic
Clicking on the Backpack icon will now open the Choose Card interface populated by 4 random consumables directly from your Stash. (No need moving them into your Deck)
You can choose & draw any of these 4 by paying 1 AP for each one you draw. (You no longer discard the cards in your Hand)
Any consumables you won't draw will remain in your Stash. But any you draw will also get moved into your deck's discard pile (as well as in your hand.)
Using any of them removes a use as it would normally. Discarding them, leaves them with their uses intact in your discard pile.
You can use this button once per turn.
The old backpack functionality can still be accessed, but only with its shortcut: Shift+B
New Action Effects: Purchasing items/cards through Cards
PurchaseFrom[Card#Card#Card] etc., You get to purchase and keep one of the listed cards
Card can be Random Card (from Player's Disciplines), PickFrom[Discipline], Commodity or a Specific Card similar to ChooseOne effects
Player can purchase as many cards from the list they want & can afford.
If the list contains more than 4 cards, 4 Choices will be picked up randomly and displayed.
There can be only one dialog-opening effect per card i.e A card can't use both PurchaseFrom & Clairvoyance and only one of them will resolve.
Bugfixes
Opening the Card Preview window will no longer push allies to the right
Drawing Consumables or Items with Durability/Charges from the Container was removing 1 charge (on items with more than 1 charge)
Updated Roadmap and New Modding Additions
Hi folks,
I have already started working on the next DLC 'The War for Roverford', which will be released some time in April/Early May. I will be giving you more details on that as we go, but suffice to say that the focus will be an all-out War. And as such the first wave of modding additions and new mechanics will be focused on improving various Ally systems.
Below you can find a brief summary of the Roadmap and the latest patch notes, which will be mostly of interest to modders.
Roadmap for February, March & April 2020
Character Sheet & Deck Builder improvements/additions
Adventure Mode improvements/additions
Modding Additions (new Action effects, new Enemy AI responses, new Game Mode options, expansion of the Events system with new features etc.)
DLC2: The War for Roverford
Patch Notes - v1.045.1
New Action Effects & Expanded Effects
Adding special abilities to allies
(New Composite Effect) AddAllySpecial[Card]:1, Allied Permanent gains 'Card' as Special.
The difference between ChangeAllySpecial[Card]:1, is that the effects are added along with any existing ones.
The fallback Defensive Stance counts as not having an ability and is replaced
Allies can gain this way up to a total of 4 different specials
i.e AddAllySpecialBroadsword (M):1, give the Broadsword (M) card as a special to the ally.
Adding types to allies
(New Composite Effect) AddAllyType[Type]:1, Allied Permanent becomes 'Type' (in addition to its Types).
The difference between ChangeAllyType[Card]:1, is that the types are added along with any existing ones.
Allies can gain this way up to a total of 4 different types.
i.e AddAllyTypeVampire:1, give the Vampire type to the Ally.
i.e AddAllyType(Passive):1, give the (Passive) type to the Ally (Ally can no longer attack)
If the ally has more than 4 Special or Types the effect is ignored and a relevant message appears in the log.
Mentor Cards
(New Keyword) Mentor:1, You can target Allied Permanents with 'Mentor' cards to grant them the 'Mentor' card as a Special Ability.
Any additional card effects that can affect the Target Ally (or you) resolve normally.
Ally has to be valid target for the Mentor effect to take place. i.e if you want a 'Mentor' card not to Mentor Undead allies, specify the target archetype as non-Undead.
Mentor cards can otherwise be used normally i.e on Enemies or You.
A card can have both Mentor & AddAllySpecial[Card] and if the ally has enough special slots they'll get both the [Mentor Card] & [Specified Card] as special
The mentored ally can now produce the mentor cards as skills & pass the knowledge on to other allies. (As such balance them costs accordingly.)
Expending Rations as an additional/alt Cost
(Composite Effect Expanded) ExpendBuff[Resource]:x, expanded to work with Rations.
ie. ExpendBuffRations:1, Unless spend 1 Ration the Action will fizzle.
Unravel can trigger effects
(New Composite Effect) UnravelEffect[Effect]:x, If a card with this effect is in your Hand when you End your Turn: Discard it. Create & Play a (Level 0) Card with [Effect] x.
ie. UnravelEffectDiscard:2, if this card is in your hand you discard it along with two other cards
ie. UnravelEffectAoE:3, if this card is in your hand you discard it and all enemies take 3 All damage
Some effects can't work in the Unravel step i.e ChooseOne, Clairvoyancy and other dialog opening effects can't work at this step
ie. UnravelEffectClairvoyance:2, won't work as the dialog can't open during the unravel phase. But you can give UnravelEffectClairvoyance*:2 (synergy).
Unravel effect supports limited scripting effects (the card text parser won't render this properly / override is required in this case)
ie. UnravelEffectDrain*=4;Healing=13:1, gain +4 Drain Synergy and Heal 13 hp
ie. UnravelEffectUnquestionable Loyalty@=1;Healing=-3:1, create an Unquestionable loyalty in your hand.
Exhaust Ally or get Fatigue
ExhaustAlly:x, Exhaust an Active Ally or gain x Fatigue. (Exhausted Allies can't Attack or use Special Abilities.)
x won't change with the card evolutions & can only be affected (increased/decreased) by perks
Locking custom Resources costs
FixedCost:1, (Usable only along ExpendBuff[Resource]).
The Resource cost remains fixed (is not affected by Perks nor increased/decreased by card Evolution). You can use it along rare resources like Rations, or resources that 1 increment doesn't make much difference like Farthings.
Companies
Company:1, Makes the Ally Card a Company.
There can only be a single Company with the same name in the battlefield.
If a Company is already deployed, further summonings reinforce its stats by 25% (its listed in card stats).
For example if a Company is in play, and its summoning card lists 20 Power, 20 Health & 5 Lifespan, playing the Company card again will boost the Company stats by +5 Power, +5 Health & +1 Lifespan.
The same Company can exist in three different card variants i.e Knights of Dawn, Knights of Dawn (A) & Knights of Dawn (B) & will all count as the same Company.
Misc Changes
Updated the Localization file
Added Collision to Ally Cards to prevent them from hiding behind each other (happens if you summon an ally by targeting an ally). The hidden ally will move on each own back into his proper position.