Version 38 Update 13 - Balancing and AI improvements
(Yes, I know there's been a lot of updates! But things are changing rapidly)
Changes
Updated default decks and increased gold per win to 25 to compensate for the slower new player experience
Removed summon mana cost for Master Golem and King of Beasts
Fountain Elemental and Dark Hunter's rules texts have been cleaned up
Grave Aura only affects friendly discard zones instead of all
Grove Tyrant is now 6/6 (down from 8/8), and has impact and quickness (instead of only impact)
Call of Darkness is back on 3-cost (down from 4-cost)
Tainted Beasts effect now triggers only once per turn
Several more improvements to AI
Changed pack rarity code to be simplified and changed pack rarities to rare: 65%; epic: 25%; legendary: 10%
Possibly fixed a bug regarding timezones and quest resets
Fixed a bug with cards that have AI essence nudges
Version 38 Update 12 - More QOL
Changes
Many AI improvements
Adjusted Fountain Elemental and Darkness Hunter to have their effect as "X where X is half your + 1"
Changed Restoring the Ruins to no longer draw a card
New profiles now persist profile customization settings
Reduced requirements for the new daily quests
Opening a card pack no longer shuffles the pack's cards
Version 38 Update 11 - More Quality of Life
Changes
Added several new daily quests
Adjusted in-game economy as it is currently too generous and getting a full collection takes less than a week
Improved collection filtering for multi essence cards to show cards that have at least the essences selected
Changed Flame Burst to 2-passion (up from 1-passion)
Changed Satchel activated ability cost to 2 (up from 1)
Added game configuration data into the game data with additional settings to tweak AI logic
Fixed loose file modding to properly override files
Come play Fairtravel Battle on the Steam Deckbuilders Fest on 25th March!
Hey everyone!
Next monday (25th March), the Steam Deckbuilders Fest starts! Now is the best time to try the game with a limited demo for this event!
Fairtravel Battle is a labor of love which I've been working on for almost 7 years now, and it's my attempt at celebrating the trading card game genre!
Fairtravel Battle feels truly special to me, with its unique resource system and flexible deckbuilding I've already been able to make over 18 interesting decks! And with its variety of modes I often find new ways to use cards I might otherwise consider too niche.
4 player battles are also really fun, especially when you team up! And Raid is such an awesome mode as well, who doesn't like playing as a mighty dragon?
It's a really fun game, and with it being developed in a sustainable way, the full game will not shut down after official support ends, which only gets better thanks to modding support, so you can keep getting new content from the community or making your own!
In this demo you can play vs CPU opponents only, and you are limited to the Explorer (deckbuilding), Duel, and Raid (3 vs 1 boss battle) game modes, which should give a good variety! You can even make your own custom rules for each mode!
Come give it a try and feel free to share your feedback on the steam forums or on the discord!
Version 38 Update 9 - Pre Event Update
FTB will participate in a few events soon, and this update introduces some improvements towards that!
Changes
Sped up onboarding text speed
Added sound to move card events
Attackers now rotate towards their target at the beginning of battles
Improved battle SFX and animation
Changed Sealed pack count to 8 (up from 4) to account to adjusted default card pack size
Added SFX to dragon raid transition animations
Redesigned Burn default deck
Added new card pack opening sequence
Re-added old Dina Hero card skin as a separate card style
Balance Changes
Dark Lookout is now a 3/2 (down from 4/3), as it felt overtuned for the cost
Hotfix for 17-03-24
This update fixes a critical issue with CPU logic that made the CPU barely act.
Version 38 Update 5 - Updated Economy, UX improvements
This update brings an updated game economy to improve the pacing of the game experience, as well as several user experience (UX) improvements that overall improve the game quite a bit.
Economy Changes
One of the big challenges of game development is figuring out how to reward players. Giving too many rewards can make players lose interest, and that's something that was happening with Fairtravel Battle.
Before this update, you could collect 4 copies of the entire card collection in less a couple weeks, which is not ideal: You don't really get to experiment all that much in such a small amount of time, and when you get all the cards, it can mean the end of the journey for a lot of players.
There's many kinds of players, and as such I have to consider the best experience for everyone. I believe these changes should improve the pacing considerably, and make the game more fun even if you get less rewards.
To be clear, there's absolutely no micro-transactions involved in card booster packs, so there's no monetary goal here. These changes are also not final, and will likely be tweaked over time.
The overall changes are as follows:
Booster Packs now have 5 commons, 3 uncommons, and 2 rare and up cards (meaning rare, epic, or legendary), for a total of 10 cards. This is a considerable reduction from the previous setup (8 commons, 5 uncommons, 4 rare and up, for a total of 17 cards).
Daily quests have a reduced value of 60 gold (down from 75)
Gold per win has been increased to 25 (up from 20, based on the survivor index, which means even if you lose you get rewards based on how many players were defeated before you. If 2 players were defeated before you, you gain 50 gold now)
Removed new profile default quests that would give 5 packs each (you still get 3 quests each day and when creating a new profile)
Removed new profile pack inventory (you no longer get 5 packs by default)
Booster Packs had very high value for each pack, with each pack having the potential to be able to craft the highest rarity in the game (Legendary) and have leftover renown, if you destroyed each card in that pack (destroying cards refunds you for half their value)
These changes overall might seem like too much but please keep in mind this is not set in stone and if needed they will be changed. They need to be playtested to see how it feels, which requires your feedback.
Thank you for your patience, and I would love to hear from you regarding these changes!
Other changes
Added support for duplicating decks
Added reminders to card rules text with small amount of rules
Added missing in-game reminders to a few cards
Adjusted User Experience (UX) for lobbies
Reordered the game mode categories so it's easier for new players to orient themselves to the main modes
Attacking during battles with 3 or more players moving the mouse to the slide buttons will cause the camera to move to the other side (so you no longer need to zoom out to attack)
Added support for modding background music
Changed Hero Attack/Armor indicators to only appear when relevant
Added hide/show button when a game zone prompt shows up (such as during Necromancer's effect)
New Game Profiles created in the profile list will keep the volume settings as the current profile (so if the game is silent in your preferences it won't suddenly have music and sound)
Fixed an issue with CPU targeting cards where it would target the first card rather than the best card
Hotfix for 06-02-24
While debugging strange behaviour for the game as of the latest update, I realized that I accidentally created new code with the same name as an existing code, which was somehow compatible, and was being used without warning, causing several issues.
This hotfix fixes that and also adds a small improvement to the pack open experience.
Changes
Fixed accidental code issue involving removed card events using the wrong code
Mass Open card packs has received an improved experience that should be clearer and more user friendly
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Hotfix for 05-02-24
Some players reported some critical issues with the latest update, which have been hopefully fixed in this update.
This update also adds a small amount of new content
Changes
Added Darkness Crossbow and Upgradable Servant card art
Added Quick Draft Mode, where you pick exactly 30 cards instead of the typical 58
Added Simple Draft Mode, where you pick among 3 cards until you have exactly 30 cards
Added support for customizing draft rules
Fixed tutorials not starting
Fixed several other bugs
Version 38 Update 4 - New Art, Networking Fixes, and more
Balance Changes
Changed The Shadow to have Tactician
Changed Souls' Eruption cost to 1 (down from 3) and darkness to 3 (up from 2)
Changed Redan Entertainer cost to 3 (down from 4)
Changed Shadow Assassin's Level 1 ability to target any character
Changed Shadow Bird's cost to 3 (down from 4)
Changed Tainted Beast's cost to 3 (down from 4)
Changed Treasure Dragon's cost to 5 (down from 6)
Other Changes
Fixed networking issues on Explorer and Custom Game Modes
Added new art for Shadows' Call, Souls' Eruption, Overseer Golem, Staff of the Wilds, Watch Tower
Added Circle Foil and Circle Skull Foil card styles for some darkness cards
Fixed Battles to calculate damage properly when the attacker/defender changes attack
Changed CPU decks to use the Mysterious Challenger name and avatar instead of the deck's last used name
Fixed Collection screen's essence filters to use a proper white circle
Added missing associated cards to Master Golem, Search for Treasure, and Shadows' Call
Added missing fullart style to crab tokens
Moved In-Game FPS counter to the In-Game Settings window
Reworded team language on card rules to refer to friendly characters instead, as the team language felt clunky