The update that is releasing today adds built-in Steam Workshop support to the game!
Anyone who owns Forgotten Lore can now launch the game and enter the Card Creator tool. You can create custom skills, setup stats, and even put a custom portrait image!
When you save and mark your creation as public, it is pushed to the Steam Workshop, where other users of the game can vote on whether or not they'd like to see the item in the game.
The gist of it
Cards with finished original artwork will be considered for acceptance into the game. There is a split revenue share for these items. Note that material that you do not have the rights to post will get taken down, sorry guys. The exact amount of revenue share is controlled by Valve, so go look up that info if you want the juicy details.
You'll have a higher chance of getting accepted if your art is beautiful and consistent with our style - the quickly hand painted look. The name of the card and lore will most likely be altered for the final version in-game, and the stats and skill are subject to change. Art may also be altered if needed, and will be altered for Shiny card art (submit that separately if you'd like, and link to it in your description of the card).
Cards with great and original ideas that do not contain original artwork may still be accepted, albeit unofficially. If your card has some interesting concept, it may still be implemented in a different way with the same gamerules suggested by your item. However, these kinds of workshop items will not recieve revenue share.
Link to workshop: http://steamcommunity.com/app/391240/workshop/
Changelog for 12/4/2016:
First pass for Workshop support!
Added community translations for Spain, Italy, and Poland
New card: THE WALL - has a ton of defense.
New card: Agrili, the Armorer - gives +1 armor to any card.
Bug fix for Cyri never casting in weird situations, potentially locking up a match. (let me know if this is still happening)
Some misc bug fixes around the menu and enemy AI.
Leech now gives 3 souls per turn, instead of 2.
Looking for translators!
Hey guys. I've noticed recently that we've had a lot (a looooot) of non english players. I feel pretty bad that they can't even understand the game, so I set out to do localization!
I've got pretty much all of the code in place and set it up so translators can very easily go in and configure their own language in a really really simple Google Doc spreadsheet. Link here:
I'm going to try and get some of the stuff translated professionally for a few languages, but there's the problem. It would cost around $400-$500 to translate the entire game PER-LANGUAGE. Since I'm a solo dev who's devving this game in his spare time, this is kind of an insane amount of money,
So, here's the plan. If you REALLY like the game and really want to help out, hit that "request access to edit" button on the doc and fill out any missing gaps. I could really use your help with this, guys. Localization is extremely important for players around the world, but I can't do it alone!
Changelog for this week:
Added localization support - we can now support any language, but currently only fully support English and partially Russian. German and Chinese are both on the roadmap, currently.
Fix for cards moving too quickly (forgot deltatime, oops)
Some other misc bug fixes
Thanks for staying up to date with Forgotten Lore! I super appreciate it.
Changelog for 11/13/2016
I FINALLY MADE A TUTORIAL - also some big performance improvements and some more card effects. The tutorial shows new players how to win a duel, the basics of cards etc. It also walks through creating your first deck. If you have played the game already, you won't waste your time by triggering the tutorial, but if its your first time playing it will boot into the tutorial automatically. If you are an existing player who wishes to see the tutorial, delete all your decks and restart the game (sorry for the inconvenience, I'll make this better in the future!) - you only see the tutorial once, so if you've seen it deleting your decks wont let you see it again.
If for some reason seeing it multiple times becomes a requested feature I'll go ahead and add in a button (just shoot me a message with the in game comment system).
Changelog:
Tutorial added - first pass. If you find any bugs, please report them!
Added new effect for Flame Surge.
Some big performance improvements in duels. I have a lot of old and ugly code that needs some major refactoring, over the next few weeks I'm going to see if I can further improve performance in game.
Bug fix for awaken using souls when it couldn't be used in specific circumstances.
Changelog for 10/30/2016
Hey! I released an update last week, but didn't get a chance to post the changelog. With this week's update, I'll go ahead and include both changelogs.
This week was mostly bug fixes and graphical improvements. I put in some much needed effects for reservoir and release, as well as for heal! I hope you enjoy!
Changelog:
Changed the lighting to HDR and added subtle bloom to the scene
Added an Action Log! All events in the game are now recorded in a helpful scrollbox on the lefthand side of the board.
Added in a new card model! The one one was always meant to be surrounded by a border. The first pass of that is now public! It's very shiny.
Sped up the card burn and gave it some more effects.
Enemy AI is now a bit more conservative about using Fire Fissure.
Fix for the scrollviews in all the scenes (it's a unity bug, but I put in a kind of hacky fix for it until they get it fixed on their end)
Deck dropdowns being out of order is now hopefully fixed.
Made visual effects for reservoir, release, protect, and heal skills.
Fixed bug in which fire fissure wouldnt trigger "on death" skills
Fixed bug where your souls would show as 0 on the first turn, even though they were actually 2 or more.
Added some more emoticons for the game on Steam.
Changelog for 10/9/2016
Thanks for staying up to date with Forgotten Lore! Here are the changes over the last week, which will be in the update tonight.
Changelog:
Changed connection message on the main menu to clarify that it is connecting to Steam.
When existing a bot match while in matchmaking que, que is now cancelled automatically.
Added in art for Seduxia, the Manipulator
Fixed bug where dueling a bot and returning to the main menu would double the cards in your inventory (visual bug)
Fix bug where seduxia was miscounting cards in field.
(networking) cards are now retained on both clients, so information can be extracted about their hand. The data is dummy data to avoid hacking allowing seeing the enemy hand.
Added new Skill: Return. Returns the target card to the owner's hand for the price of half the cost to summon it.
Added new card: Cyri the Repulsive, with the skill Return.
Some api changes on the server to allow this new behavior.
Added card counter to keep track of cards in the enemy's hand (top right of the duel scene's ui)
No longer shows the enemy hand's card burning if they draw too many.
Changelog for 10/2/2016
Spent a ton of extra hours this week cranking out all of the bug fixes I could get my hands on! Increased popularity of the game has led to increased number of bug reports. By a looot.
fix for when you remove a card from deck, it removed shiny card first
fix for seduxia card bug
fix for mad witch card bug
fixed the que text on the duel room matchmaking timer
fixed protector skill not working sometimes
greed now burns itself before drawing two cards, so it doesnt take up the slot if its the last in the row
skills from hand are now only done if actually summoned
bots can no longer play frozen cards
movement no longer locks up for skills like madness or awaken
added a (+newGold) to the end of the gold count on reward screens
matches in main menu stats screen now ordered by date/time
some scrollbar fixes in the main menu (known bug: infinitely scrollable bars - it's a unity engine bug :/)
adjusted the reward curve on the server
added in a thing to record bot matches on the server database
when you've played 10 bot matches in a single day, gold reward starts decreasing (to prevent botting - if you think this number is too low or unreasonable let me know)
first bot match of the day gets you double exp/gold
Changelog for 9/25/2016
Lots of new stuff and important fixes this weekend! Hope everyone is enjoying the game.
Soul Shot:
Changelog:
fix - seduxia no longer consumes souls when there are too many cards on your field
fix - moved the enemy hand out of view, so its no longer visible during the first few frames on match start (hehe oops)
fix/change - the snake card no longer displays 2 as its attack stat, since it only poisons.
fix - when the match is over and the other player disconnects, no longer shows the "you win!" message a second time
fix - rewards are now shown when the other player disconnects during a match (you were always given them, just didnt display)
fix - shiny cards were not being put into a newly created deck, only on edit. This has been resolved
change - removed non ranked mode from the matchmaking options, so the community isn't so split (meaning faster matchmaking times, hopefully)
change - changed the wording of some stuff in the main menu
change - Lost Soul card (+2 souls) now consumes 1 HP on use.
NEW - Added thew new skill and card "Soul Shot," which does damage to an enemy card straight from the player's hand.
NEW - Added a visual effect for Warmth being used.
Warmth:
Changelog for 9/17/2016
Had some time this week to fix up some issues on the server and even add a new card! Check out the changelog below.
New stuff:
Server - Fix for rewards not always being dispersed.
Server - Fix for winner of match sometimes not being saved properly.
Server - Made experience / gold rewards increase based on how high of a level your opponent was.
Fixed a bug that caused Mill to be reset when saving a deck (was a client side visual bug)
Fixed a bug (client side) causing you to not be able to see your mill tome in game.
Added a new skill: Flame Surge. Every turn that passes, the card with this skill gets +1 attack.
Added a new card: Flame Spirit, which has the skill Flame Surge.
Tweaked some lighting in the duel scene.
Some other minor bugs were fixed with the client.
Changelog for 9/10/2016
Hey!!
So, long story short: I've personally rewritten the entire server from scratch. I won't get to deep into the details, but in a nutshell this means more stability, faster processing, and more importantly: it'll be 10x easier to add features in the future.
The only downside is that there is a slight database loss in the process of this migration. Because all of your cards contained by Steam, your inventories are safe! I've also done a manual migration of everybody's EXP and Gold, so no losses there! However, match history (and therefor win ratios) have been lost. I apologize for any inconveniences this causes and I promise nothing of the sort will ever happen again. This is just one of those early access pains, I'm afraid.
As a test, our next card is something that needed some nice server side verification to work properly: a draw 2 card! There are also some bug fixes which have long needed to be resolved.
Changelog:
New server!
The new skill Greed, which (for a price) draws 2 additional cards from your deck.
The new card Aharitios, the Unsatisfied, which has the skill Greed.
Bot Mode now grants gold and card rewards!
Some fixes and additional checks around the main menu for when a match has never been played.
Fix for default deck saying "random deck" despite a deck being set
Fix for deck picker not always working correctly
More graceful disconnect handling after a match (now you always get a "this guy has left the match" message after the match has ended.
Server work!
Hey guys. Just pinging to let you know there won't be a client/game update this week! I've spent most of the week working on server infastructure - doing a ton of cleanup and optimizations for future stability and new features!
Hope everyone is enjoying the game. Have a great week!