Metan, the Enlightened with Enlighten - Awakens all cards on the summoner's field
Drip, the Original - Copies attack, health, defense, and skill of the last living summoned card.
Siddry, the Ghost with Curse - Marks the card last attacked by this one. On death, destroys all marked cards.
Gloon, the eldest Ranvan with Protect and Summon Shield - Adds 99 defense when summoned. Decays next turn.
Glohnn, the younger Ranvan with Taunt and Summon Shield
Fixed some bugs around the Madness skill
Fixed a bug causing greed to spawn dummy cards in the other player's hand
Some server side perf improvements
Thanks for staying up to date!
Bug fixes and more titles!
This week brings us new titles and a bunch of important bug fixes!
New stuff:
New title: General - reach above entry 10 in the leaderboards!
New title: Admiral - reach #1 on the leaderboards!!
Graphics - updated the lighting in the duel scene
Added support for steam microtransactions to prep for 1.0 release (getting close to finishing the early access phase)
updated localization
some fixes to some inconsitent api stuff in the backend
bug fix - before if a card had a skill that required a target, you could still play the card on the field which resulted in buggy behavior. can't do that anymore!
fixed a bug in which dob would cancel out vendrick's frostfire, allowing them both to be played again
its now possible to disconnect and reconnect in a very short time period without completely breaking the duel. it's not really meant for being able to unplug your ethernet cable, wait ten minutes, then rejoin. but fixes errors that some users were having (particularly on wifi) where their router would disconnect/reconnect them very quickly and cause the server to think they left the match
added support for formatted titles (for general/admiral)
first turn of a match was always giving first turn to whoever qued up matchmaking first, fixed so its now a proper coin flip
updated the server inventory db
Four new cards!
Hey there!
This week we've got four new unique cards! Be sure to check them out when you get a chance.
New stuff
Faust, the Defense - Soul Shield - Protects allied cars from status effects such as Poison and Freeze.
Gwann, the Executioner - Sacrifice - Instantly destroys any card on the field. The remaining health of the target is removed from the caster's HP.
Celar, the Grinder - Erosion - Damages any card or player. Each consecutive strike deals twice as much damage as the last.
Kasur, the Artist - Reversal - Damages any card, using the target card's attack stat.
Some minor bug fixes
New tome: Necromancer
Yooo!
This week brings some bug fixes, new visual effects for existing spells, and a new tome!
New Tome
Necromancer! Unlike Leech, this tome has no special effects each turn. Instead, when a summoner's monster dies their full cost will be refunded. When the summoner is out of souls and tries to summon, they will use their HP instead of their souls. This is a vey risky tome! Use with caution.
Changelog
New tome: Necromancer!
Added smoke effect for Poison Gas
Added space warping pedal effect for Dark Sound
Added flame effect for Fissure
Fix for fissure sometimes not working on other player's screen, causing desync
Stats screen after the match no longer displays unchanged stats
Minor performance tweaks
Updated localization
Bug fixes, new card, critical gameplay change!
ayyyy
I spent this week doing a bunch of bug fixing around the game, mostly related to the tutorial and how my various recent menu updates have broken things. I also managed to squeeze in a brand new card with a unique skill.
No more summon sickness:
No more "Summon Sickness" - aside from the first turn. Cards can now use their skills the turn they are summoned. I've been thinking a lot about the balance of the game lately, mostly the fact that duels feel like they snowball much too easily. The biggest thing that stood out for me is that once the board is filled, your only option to clear it would be Fissure, Dark Sound, or Poison Gas. All of which are expensive in their own ways; and honestly you shouldn't be forced to have one of them in your decks. Instead, you'll always have that chance to combo some cards together or make a leap of faith in order to make a comeback. I hope everyone enjoys this change.
Players that run out of cards now take damage:
Another change we really really needed. I noticed people were making tiny decks with fissure and boago - its kind of a cheap setup and honestly we should have had this feature from the beginning. Now when you run out of cards in your deck in a duel the game will start subtracting away HP each turn. First 1, then 2, 4, 8, 16, 32, and finally all 64 hp if you somehow still have it. Let me know what you think!
Reminder to join the discord to take part in the community!
https://discord.gg/0yOPTr4Ow5gMVpnb
Changelog:
Fixed player left response bug
Fixed enemy ai issue with fissure and spells
normalizing chat sizes and inversed the lock colors on the chat
cleanup of passports in the duel scene
game now tells you if you didnt have enough gold to make a purchase, instead of silently failing
fix for broken tutorial initialization (if you'd like to replay it, go into the options and hit replay tutorial)
fix for potetial freeze in game dealing with letting a card go at juuuust the right moment
fix for infinite ghost game bug that happened only if you joined a friends duel from the desktop and tried to do matchmaking before restarting game
updated localization
added an alert for when you try to fragment a card that is still loading
fixed issue that caused ghost cards to go into your deck in the deckbuilder
removed summon sickness
added a little zoom effect to the news items in the menu
deck cards remaining counter below names in the duel added
new card: soul seed (tentative title)
new skill: soul seed - kills the target card after three turns
Updated Unity versions - living on the edge
updated server stuff to deal damage on empty decks
Fragmenting cards! Added titles! More UI fixes!
Due to popular demand, I have added Titles to the game. They show up anywhere you'll see the new "player passport" around the game.
Titles are sort of like trophies, a way to publicly show you bested some challenge or achieved some milestone. For example, everyone will start with the Rookie title, but only those past level 10 will have the Experienced title. Managed to use an excessive amount of skeletons in a single duel? You'll get the Undead title.
At the moment there are 22 unique titles, with many many many more to come. Oh, also: Early Access players will soon get their own exclusive "Risk Taker" title.
Because you can now get titles, cards, gold, and exp from a match (and with more types of rewards planned for the future), I redid how the "game over" screen looks. It shows stats about the duel as well as your rewards in a nice little scrollable window.
I've also fixed a ton of issues around the main menu and in the ui of the game in general.
Another big change in this update: Fragmenting cards! If you select a card group in your vault it opens a page to show individual cards. Selecting one of those displays a menu to either open its data (opens the page in your steam inventory) or "fragment" the card. If you fragment, you'll recieve a small amount of gold (roughly correlated with the rareness of the card). Fragmenting destroys the card forever - so of course this cannot be done on starter cards. Bonus points: there is now a quality text area for individual cards as well.
Changelog
Added titles
Changed game over ui
fixed some bugs with various stats
fixed shinyui shader for dx9 users
fragment button built in
more menu cleanup
some fixes with the action log
added "player passport" and am now using it everywhere (may be bugs)
fixed some issues with localization around the menu not sizing up properly
am now allowing non 16:9 resolutions (still experimental)
fixed dob double attacking
fixed dob not being able to attack after helping someone
if user runs out of cards in a duel, they start taking damage each turn
fixed comment dropdown in menu from being offscreen
fixed language issue with tome dropdwon in deckbuilder
Main menu has been redone!
I hope everyone enjoys these changes - there are more like it to come! I've seen a lot of complaints and suggestions regarding the main menu in Forgotten Lore, so I've finally done something about it.
Working with a contract artist, Pandan, we've come up with a new general design of the main menu. The new design will be released in pieces - we're going to try and get the whole menu redone screen by screen.
For now, the only new artwork done is the toolbar at the top. Fancy lighting effects and whatnot done for dat polish. The rest of the menu has been tinkered with to give a better general asthetic of what we're going for.
New Menu bar: https://gfycat.com/GreatJovialFishingcat
Changelog:
Menu redesign!
A bunch of bug fixes surrounding the scrollviews and deck building in general around the main menu
Fixed an issue where dob would attack you in bot mode, when the enemy wasn't able to attack
H O L O G R A PH I C Update!
I've had a few players messaging me nonstop about these for the last few months so I finally sat down and did it. HOLOGRAPHIC cards!
Shiny cards are currently a 1 in 10,000 chance for any card drop to turn into. Holo cards are a 1 in 10,000 chance for a shiny to turn into. They are extremely rare - so you may not see one online for quite a while. If you get one, you're one lucky bastard.
Here's the changelog for the last two weeks:
Added holographic card set
Fixed some stats that were not being aggregated on Steam.
Added card art for Cyri and Deluge
Added new card: Dob, the Helper with the skill Tag Along
Tag Along skill will force the card to also attack if any ally card attacks an enemy card. They do stack.
Some minor bug fixes
Updated to Unity 5.5.0p4
Added a bug reporting system and global stat records!
Hey guys! Took a bit of a break from devving over the holidays and then squeezed in as much as I could over the last two weeks into one big update! I bring you: a system to let you know when a bug you reported has been resolved and a stats record keeping system.
I decided to go through the list of comments in the database to see what people were saying, what bugs were being repoted, etc. I saw we had 50+ messages in there and just started powering through them one by one. By the time I hit the end I realized that users might not ever know when a bug THEY submitted gets fixed, or when a suggestion THEY submitted was actually accepted and put into the game. This new system fixes that!
When you use the little mail icon on the bottom right and I tick off the message server-side, the next time you start up the game it will let you know what happened!
The next big thing: STATS! A lot of Steam games keep track of some basic stats, but I'm wanting this to evolve to be a lot deeper than just that. Remember the stats screen at the end of every match in Smash: Melee? That's what I'm aiming for. It might not seem like a big deal to some, but to others (like myself) its a huuuuuge deal. So, I'm working on that. You can see your aggregated stats (and even global aggregated stats of all steam users) by hitting stats -> details in-game.
Oh, and at the end of every match of course you'll see a screen that looks like this.
This is all very WIP - so expect the looks to drastically change. I plan on adding WAY more stat tracking. The system is there, so now it just needs to be used! Let me know what you think!
So yeah, that's today's update! You should see it push out sometime tonight and if not tomorrow around midnight if I can't get the internet working where I'm currently at.
bug reporting system fleshed out
fix for attacking a tome shwoing the wrong action log message
fix for leech message saying 2 instead of 3
enemy playing soul shot twice in a row will no longer leave the card on the field in the case of the target card being killed by the first soul shot
cleaned up text on the comment box
specified when sandstorm strikes in the flavor text
added a button in the options menu to replay the tutorial (doesn't yet replay deck building half of the tutorial)
made it so steam inventory items have both the card lore and skill text
stats system
updated the server stuff to deal with all these new changes
New set of cards!
Players have been demanding more and more cards, so I've been working hard on getting new content out for players. Since everyone seemed to be in agreement of "more content less art" I'm shifting gears a bit and just trying to push out as many quality cards for the sake of gameplay and no longer worrying about getting unique artwork done for every single one.
That being said, let's get to the changelog.
Changelog:
Fixes to the workshop - now limits where limits are needed.
Shiny card UI fix - accidentally had every card in ui space using the shiny shader even if they weren't a shiny card (on normal cards this meant they'd have a glow, fixed now)
Did some internal refactoring of how cards and skills are handled
Added Zaaris, the Paranoid, he summons fully awake.
Added Solaen, the Thief, he can bypass Taunt cards.
Added Lozen, the Apothecary, who poisons all cards on the enemy field.
Added Veine, a Succubus, who heals herself whenever she deals damage.
Added Yaden, the Maestro, who damages all enemy cards when summoned and can continue attacking.
Added card art for Soul Shot
Enemy no longer fire fissures itself 3 times in a row