Added Experience reward for beating veterans and Bosses in infinity mode. Every 50 nights this experience gained is doubled.
After night 150, enemy hunters' maxHP no longer scales up. Instead, they will gain 1 power one night, 1 strength, 1 intelligence, and 1 constitution the next.
Healing potion now heals 10% of Lord's maximum HP. (was +30 HP, which didn't scale at all in higher nights, making it an ineffective choice.)
Bug Fixes
Fixed Settings issues that did not save your changes.
There was an issue where, when enemy hunters killed minions with multiple AOE attacks, it would deal one more damage to all units for each minion that died. This is now fixed.
"Damage Reduction" and "Dodge Chance" are now properly capped at 80%.
Fixed an issue where "Phoenix Essence" trinket did not reset cooldown of skills that had initial cooldowns.
Decor storage level 3 no longer grants decors that only work for Blood school while other schools are being played.
Fixed an issue where library level 3 "Gain 1 perk every 4 nights" bonus did not work after night 12.
There was an issue where, if the Vampire Lord killed the last enemy hunter with a multiple-hit attack, combat wouldn't end automatically, and you needed to press the End Turn button. This has been fixed.
Terror Fame
We received a lot of feedback stating that Prestige was the most powerful fame tree most people went for. Without nerfing Prestige we wanted to give the Terror tree something more unique that you can't earn at other places and buff the tree overall. (The Seduction tree will also have changes in the upcoming patches.) Heres the changes:
At 6 points: Start of every turn apply 1 Weak to all enemies.
At 12 points: All castle minions damage is increased by 5.
At 30 points: On top of 2 terror rooms, also gain 1 additional perk choice.
At 42 points: All castle minions damage is increased by an additional 10.
At 60 points: Start combat with 1 "Power" per greater minion in castle.
Ferocity
"Cheatdeath" skill cooldown is reduced from 8 to 5 turns.
"Obliterate" skill AP cost is reduced from 5 to 4 AP. Damage is increased from 40 to 60 physical damage. Empowered bonus damage gained increased from 30 to 40 physical damage.
"Relentless" skill AP cost reduced from 3 to 2 AP.
"Crystalize Quicksand" skill now gives 3 crystalize stacks instead of 2.
Hunters
Captain Torlan “Anchor” Fletcher now drops his treasures when he loses 10% HP ( was every 100HP). This should fix this mechanic in a meaningfull way in higher radiances and high infinity nights.
Improvements
Added a Retry button at credits screen. This repeats your last lord/school and castle choice and instantly starts a new game.
Mastery and Energy Perks no longer show as options in the perk screen if they are already capped.
UI
We changed how the numbers are displayed for cleaner austhetic by adding numeric abbreviations to both HP bars and damage done numbers.(ex: 12000 to 12k)
Buff/Debuff and Armor stacks now resize themselves when they reach big numbers to fit the icons.
The left column in the Preparation Phase UI screen now has a different art depending on which school is being played.
Hotfix
Hi, we are back with another hotfix.
There is an ongoing effort to fix the typos while also enhancing the game. We thank our community and content creators for pointing out our shortcomings.
One main fix in this patch is the way the cinematic video is loaded. We not only fixed some "video not loading" issues, but we also managed to reduce the final game size by up to 400 MB.
Here are some of the other main changes for this patch:
The "trinket disappearing" issue is now fixed.
"Marked by Blood" is working as intended now.
"Now We Are Talking" achievement is now showing the correct definition.
The new "Set All" option on Preparation screen for Minions, is now available for Traps and Decors as well.
The maximum cap for Necrolord stacks has been increased from 24 to 36. We will keep balancing this number until it feels satisfying to build these stacks up, but to a point where they are under control and balanced.
Hotfix
Hello everyone, we made a hotfix from all the feedback and bug reports from our players over the weekend. Hope you enjoy the patch.
Bug Fixes
Fixed an issue with Predator's Mark not giving permanant max HP.
Fixed an issue with Mark by Blood not giving permanant Finesse.
Collector trinket that can be obtained from the "Artifact" visitor event now has an icon.
Fixed an issue where game would not open after opening cinematic is over.
Fixed the bug that caused heritage screen to not load.
Fixed the bug with Necromancy Merge skill. When two minions merged, their buffs were adding correctly in buff icons however their real stats in the background wasn't, it should work properly now.
Balance
Dodge Chance is now caped at 80%
Max Heritage limit has been increased to 2000.
Visitors
Visitor events that have fame-related options will now only appear after Act II.
Necromancy
Necrolord buff was giving a soul for every hunter hit; this was not intended, and it now properly gives 1 soul per stack regardless of enemy count.
Necrolord buff is now capped at 24 stacks. Any further necrolord stack gains will now give the Lord and all minions 3 power stacks.
Deathbolt recast regeneration is reduced from +1 every 2 turns to +1 every 4 turns.
Hunters
Seraphic Construct passive that made him only take 1 damage from all sources now works for the first 8 turns then he loses the passive. Also minions in castle will no longer bypass this passive.
Improvements
Rival challenge tooltip now shows true heritage reward for defeating it from 1/2 to 4/8 heritage points.
Corrected the typo on thorns description.
Ferocity Omega skill now has correct description and tooltip.
Eternal March
Hello everyone! Our next big patch, Eternal March, is here!
Here are the main features added to the game:
New Playable School: Necromancy
Summon, command, upgrade, and evolve minions during combat. There are three types of minions at your command: tanks, damage dealers, and support.
Soul resource bar: Gain certain buffs at the start of your turn depending on how much soul is gathered, or use souls to cast powerful spells!
60 different skills and 9 minions are available.
Comes with its own full heritage tree to unlock many upgrades.
ACT III
There are new nights and many new enemies to face, along with two powerful new bosses.
Infinity Mode
A new mode where players choose their own paths among various challenges or random events, each with their own rewards. This mode does not include castle or base management systems, and it is designed for faster-paced combat that infinitely scales to see how far players can push themselves.
Visitors
A new feature that adds a chance for random individuals to visit your castle. They may reward you with riches or bring some negative effects. Some events have additional options based on fame points.
Choice-based gameplay and many random events.
Third Castle: Castle Loudau
Necromancy-themed castle with up to 21 room slots!
Save Slots
We heard from players that they wanted to start a fresh run with no heritages or levels but couldn't. The game now offers up to 3 save slots.
Leaderboards
We added an in-game leaderboard for Top Score in standard mode, and maximum Nights survived for Infinity mode.
Hunter Waves Overhaul
We have changed some hunter waves during Acts 1 and 2. We saw some waves causing only grinding instead of actually posing a treat. We eliminated these waves and changed some waves' difficulties to create an overall smoother run. With Act3 added, this will also help the game's pacing.
Blood
15 new skills and rework/balance for previous skills.
Ferocity
13 new skills and rework/balance for previous skills.
Minions
All the minions that are set inside the castle now attack the Bosses once before the fight starts.
A new button has been added to the "Minions" tab that lets you auto-allocate every minion into the castle, prioritizing the entrance rooms.
Heritages
We have increased the rate at which heritage points are earned from every source.
The heritage gained by surviving a night for the first time on a new lord has been increased 4X.
Added heritage and experience rewards for Act 3.
UI and Animations
Polished the UI - Base and Menu screens + buttons.
Enemy and ally minion intents now show how many times they intend to hit (ex: 10x2).
Multiple hits now have multiple hit animations instead of a single one.
We hope you enjoy the patch.
Patch Date Announcement
Hello everyone! We are happy to announce that our next big patch will be releasing on the 24th of November!
Here are the main features added to the game:
Necromancy School
Act3
Infinity Mode
Third Castle: Castle Loudau
3 Save slots
In-game Leaderboards
New Heritages
A new random events feature - Visitors
15 new skills and reworks for Blood School
12 new skills and reworks for Ferocity School
Rework on how minions work agaisnt bosses
Rework of Incoming Waves during Act I and Act II
UI and animation reworks.
General Balance rework.
Bonus Heritage Points earned for the first time are increased by 4x
Thank you for your patience! We hope you enjoy the patch.
Dev Diary 2
Hello everyone,
We wanted to share an update on how the patch is going and what we are currently working on. We decided to merge the QoL patch with the necromancy patch. We don’t have an official date for it yet, but our plan is for it to be ready by late October.
NECROMANCY
We have finished our new discipline, necromancy school. It is now in the internal testing phase for debugging and balancing. Necromancy will feature 9 in-combat minions, 60 skills, and its own heritage points. Since necromancy is the first school where you can control minions in combat, this required us to go over many enemy hunters as well and balance the game around it.
ACT III
We are still working on Act3, but it will be ready for internal testing soon. Act3 will feature 8 new veteran hunters and 1 boss. Act 1 and Act 2 waves have been changed to feel less grindy and for a smoother pace.
INFINITY MODE
We decided to add a new standalone mode to the game which is designed to have a faster pace than the standard game. In this mode the player does not have a castle screen, meaning no rooms, castle minions, traps, and decors. Instead, it will have a different scene where you choose your own path among various challenges or random events, each with their own rewards, and infinitely scale and see how far you can push the limits.
The Visitors events feature that we are developing for standard mode will also be available in infinity mode, which is why we decided to combine all of these new features into a single patch.
QoL
As for QoL updates, some examples we have finished so far are:
A visual cue to indicate how much damage the hunters took from a trap or minions when they enter a new room.
The intent of enemies now also shows how many times they will attack.
When an enemy or a Necromancy minion hits multiple times, if their first target is dead but they still have more attacks left, those attacks will now carry on to a new target.
We are planning on integrating a UI showing in-combat buffs and debuffs to make them look clearer.
We are also debugging the game continuously. Please feel free to notify us of any bugs you notice, more QoL changes or other suggestions and we will try to address them all until patch release.
Dev Diary 1
Hello everyone, We wanted to share some news on what we are working on and a road map. Our next patch will be another quality of life patch, and after that, we will be releasing our biggest patch yet!
It features:
NECROMANCY
A new school focuses on summoning minions, evolving them and using powerful spells.
Comes with a souls resource bar, 60 unique skills and 9 different minions.
Our goal is to make this school stand out in terms of gameplay from the others.
ACT3
Features 5 new nights with many new enemies and bosses.
Visitors
A new mechanic: Every night there will be a chance for random individuals to visit your castle. They may reward you with riches or bring some negative effects.
Choice-based gameplay and many random events.
Hunter Waves Overhaul
We are changing some waves that came during acts 1 and 2. We saw some waves causing only grinding instead of actually posing a treat. We eliminated these waves and changed some waves' difficulties to create an overall smoother run. This will also help the game’s pacing once Act3 is added.
Minions
We are working on minions in the base screen to be useful in boss fights as well. Our current idea is to have minions that are planted into the castle to all hit the boss once before a boss fight starts. We might iterate on this idea or change it.
Blood and Ferocity
We will also be adding 10+ new skills to both the Blood and Ferocity schools, which we believe will allow for more options and builds while also making the schools feel more complete overall.
These additions will take some time to complete and internally test before they are ready for the public. We want to take this opportunity to thank everyone who's been patient with us, and we can't wait to share these new additions with everyone!
Patch v0.4.9.729
Hello everyone, we released a hotfix.
- Clan Basarab's lord skill sound effect should work properly now. - Fixed an issue where waves 3 and 4 disapeared if waves before they spawn are defeated. - Fixed an issue on Radiance 8 where extra veteran wave would sometimes duplicate itself.
Hotfix to Rivals
Hi all. It has been brought to our attention that after the Rivals content patch, there was a small bug in fame choices where they could be re-selected. It has been rectified in this hotfix.
Rivals
Hello everyone, our major content patch is out!
Improvements
New Playable character: "The Second" from Clan Basarab.
New Mechanic to Fame: The ability to learn from fame trees how to seduce, fear, or bribe a hunter wave and render them useless without lifting a finger.
Rivals Mechanic: At Nights 7 and 10, other vampire lords will start challenging you. It is up to you to accept and have a very challenging fight to gain great rewards, or flat out decline them.
New traps
New Boss: Terrifying new Foe, paving the way for things to come in Act3.
3 New Radiance levels.
4 New General Heritage choices.
Bug Fixes:
Clan Vorody's Morale damage dealing physical damage talent caused problems with frost mage armor. Changed so they they no longer interact.
Fixed an issue where some level 3 room rewards kept providing their buffs even after being demolished.
Fixed an issue where if a silenced skill is silenced again it would cause problems.
Fixed an issue where Act 1 Bosses sometimes did not drop any reward.
Fixed various issues caused by Blood Link skill interacting with other skills.
Max Fame can no longer surpass 81. (We initially thought we fixed this but apparently the bug kept happening when a new night started, should be fixed now.)
UI
Fixed not being able to see tooltips when hovering on some trinkets, skill slots and perks
Balance Changes:
We changed how the movement on the invasion screen works. - Before this change, the mechanic worked like this : After you finished a combat encounter with your Vampire Lord, your turn was over and it was the enemies' turn to move/plunder/attack. - After this patch is implemented it will work like this : Your Vampire Lord can continue to move/attack after the battle is over if you have enough movement points.
Blood
Pericyte Barrier: Empowered now gives 1 constitution instead of 2. Recast regen increased from 1 for 3 crits done to 1 for 5 crits done.
Pale Plasma: No longer provides 1 initial block.(Now only gives 1 block for every 40 blood in current blood pool) Increased cooldown by 1.
Haste: We changed how this buff stacks, before it would stack number of buff duration on lord. Now it stacks the multicast chance gained, duration remains same.
Ferocity
Blood for Blood: Now deals 3 extra damage per weak stacks on target (was 1).
Claw: Now gains 2 additional damage from finesse instead of 1.