(If you don't want to wait for your game to update naturally, right-click on the game in your library, go to Properties, go to Local Files, and then click Verify Integrity of Game Files to force the update.)
This is a big one--some might even say it's a 'table flip'. Development of Guild Quest has been very game-jam-style, in retrospect. We move really fast getting features in with very quick timelines, which is great, but it also means we never get a chance to think over what we already have and address larger issues.
We've known we've had general pacing issues for a while, but kept putting it off because we 'didn't have the time'. We haven't properly dug into our progress analytics for a bit, and when we did it a few weeks ago it called out a very big flaw: people were moving to Ashfield instead of Westacre, and then hitting a wall, and then bouncing off the game forever. And it was a pretty drastic amount of people.
We want to try and get MORE people deeper into the islands so that spending the dev time to make more zones makes sense. Which means we had to set out on restructuring how the game progresses.
What started as a "We'll just remove some of the progress options" turned into "Actually the old map is a huge issue and gives no sense of progression and branching paths make no sense." Which created a whole HOST of knock-on effects.
We've heard for months that people felt really weird when they reached Bayport and defeated the first boss and path and...nothing happened. So we wanted to fix that too. Having dangling paths that lead nowhere is weird (THAT SAID, we still have some dangling paths until we make the bonus zones.)
We've heard people ask for more info in a zone for how much money and XP they're earning so we wanted to address that.
And then we started just diving into OTHER long-standing issues, like players talking about how annoying/boring rebuilding and prestiging is, so we wanted to address THAT too.
A New Map Screen! <*>A whole new world. (But same point of view, since it's still a 2D map.)
<*>All the same islands, now redesigned into a more linear path that won't lead players into dead ends.
<*>Almost all islands have new designs for their quest lines (especially since most of them aren't islands anymore).
<*>A few islands have lost cities (but there are gems to compensate JUST IN CASE people had spent gems to gild those cities).
<*>Bonus areas are NOT ready yet.
Balance Changes <*>A complete rebalance of...pretty much everything in every zone.
<*>Max level caps for zones start ramping up dramatically so the further zone you reach, the higher you can level up the quests.
<*>A fundamental change in how many quests we offer--no longer three options on nodes. Instead of giving options that don't matter, we wanted to give more clear choices like picking between an Adventure Quest or a Battle Quest.
<*>Added new Special Quests! There are times when you'll be able to pick a Rally Point (where you can set how many guildians are required before they'll move on from the node) or a Heal Up quest (where guildians will be instantly healed when they walk onto the node).
<*>Because of the change to quests, anyone who was using a quest option that is no longer valid will be missing quests on that node (apologies!). You'll miss out on any offline progress you had, and need to rebuild the quest.
Zone Changes <*>Rearranged some of the HUD info.
<*>Added in Gold per/minute and XP per/minute into the HUD for each zone.
Prestige Changes <*>Changing prestige to largely be "Difficulty".
<*>No longer wipe your island when you change your difficulty.
<*>Changing difficulty will change the quests immediately.
<*>One-time fee to unlock a new difficulty in a zone.
<*>Changing a zone into a new difficulty will not respawn the bosses.
Lots of big changes!! Apologies to anyone who's angry about this, but we had to make some tough calls. Sadly only a fraction of the starting audience is making it to even the fifth zone right now, so we need to try and figure out how to get more people deeper into the game. We've also been hearing a lot of people mentioning these issues that we're (hopefully) addressing with this update. Scary changes, but hopefully for the better in the long run!
EDIT Totally forgot that we had made some changes to cards weeks ago, but then had never launched the changes and ended up forgetting about them completely. Really sorry about that!
So we ended up nerfing Common cards, since they could get updated to ridiculous levels. Those values are now pulled down to hopefully more manageable levels. You might see some of your Common cards featuring lower values now.
We also upped the cost of cards when you go past level 10, so the amount of cards you need will keep increasing. THIS MIGHT MEAN that some of you who had upgraded a card will lose a level because you don't actually own enough cards for the new cost. Sorry about that! But it should also help to keep values from getting ludicrous too fast.
HOTFIX 3:20PM <*>There were various issues with cards not upgrading, or showing that they need to upgrade (even though they can't), and just general weirdness with cards and upgrading them. Those should be fixed with this update.
<*>There was an overlapping quest and a boss with messed up drop stats and recharge rates in the bonus questline of Crgydogery.
<*>Bumped level cap upto 700!
Update Delayed! (And see what it is.)
UPDATEAugust 24th!
Still working on the update, I'm afraid. Apologies, y'all, but this is turning out to be a lot larger than we had originally anticipated! There's turning out to be a lot of knock-on effects that we need to fix before we can release.
Basically it started as a "Hey our data is showing that the majority of people are going to the wrong/hard islands first, getting stuck, and leaving the game forever" so we wanted to address the way the map works and your route through the world. And that's basically turned into a reballance of every area, and changing how prestige works. It's dug up a lot of our long-term deeper issues with the game, and we want to actually try and fix them instead of paving over them.
Here's a look at the new world map, though! (All the same areas, in a different order, and on different layouts, for the most part.)
The bonus islands are...probably not going to happen at launch of this update (since we're already so late), but we'll see!
Again, really sorry that we don't have anything to play yet, but it's a really big update!
UPDATE August 17th!
I was hoping to unveil the new game balance this week. It’s not ready yet, so we’re going TWO weeks without an update, which is a first for us on Steam. But less nodes meant more rebalance, and we discovered some serious issues that we should probably fix which has led to a new world map, new island flow, and new balance to every single island.
This won't solve end-game issues and people who are just out of content, but I'm hoping this will help make NEW content faster. But first I need to get through all the existing content. This also doesn't involve us using the new 3D-looking maps I showed last week.
ANYWAY, apologies for another boring week. The three of us are heads down, and hopeful we’re making good steps forward with taking this extra time. Fingers crossed we'll have something for next week!
ORIGINAL The news up front is that we're not launching this week.
The short version is that we've been working on some fundamental changes that need more time to test and feel out before releasing to everyone, and want to take an extra week to round it all out.
The long version is basically I've gone and reballanced the entire game.
There's only the three of us actively working on the game, which means we can only focus on a couple things at a time. So when we finish a big feature like a card refactor, we can finally look up and reevaluate things. One of the things we wanted to question is how and why we've set up quests like we have.
The goal was always to give players a choice of different quests, but with only two quest types there weren't much meaningful choices. Instead we ended up with 3 (we were even at 4 at one point) different quest choices, but usually only two of those choices were actually different enough to warrant decisions.
So we wanted to see what it would feel like to reduce the number of decisions and instead focus on meaningful decisions.
I've got the game down to two quest choices per quest node. And it's almost always split between Adventure and Battle (with the occasional Battle/Battle selection since those can be spread out more). There are no more quests that feature two Adventure quests and a Battle, or three Adventure quests, etc. Anything that didn't feel like a meaningful decision has been axed.
We've also been working on helping to explain the differences between quest types better too, since we still have players asking what Adventure Quests are (which is a failure on our part).
The dev build of the game is at a point where everything has been paired down to two options, but it came in hot Wednesday afternoon and more time should be spent on it before just shipping it out to all of you.
The extra time will allow us to address one of the other issues with making meaningful choices--a new quest type!
When this ships next week you'll have access to some new quests to play with, which could end up being a healing quest type, and a rally point quest type. (Things might change, though.)
<*>The healing quest type will automatically heal every guildian who walks onto the node.
<*>The rally point quest type will be a place where you can set a threshold before guildians will move on. So if you set the rally point to require 20 guildians, your guildians will stay on the rally point until they reach 20 guildians. And then that group of 20 will leave the rally point and move on.
These won't be options on every single quest node, but they'll be peppered around the islands.
The OTHER thing we wanted to finally address was the look of our islands. We literally haven't taken the time to address the style of the game since the launch. We've actually been a 3D game this whole time, but we don't really show it properly, for example.
So we wanted to see what we could do. Now this is all very early and no final textures or anything, but here's a shot from some of our experiments this week:
The idea being: can we get more than two colours on a map at a time, and can we get more definition and variety in the terrain and heights. And it looks like we just might be able to after all.
Apologies for no update this week, but next week will hopefully have a whole lot more for you to play around with. It still won't fix any of the issues with late-game players but we're working towards fixing what we can to try and get more players to late game, and we've got ideas on how to add a new set of islands at some point, it just takes time.
See you in a week.
More Card Upgrade Fixes (and a Boost Theatre)
Not a huge update this week, but mostly because we've spent a lot of our time fixing issues from last week.
Card Fixes (Some of these happened during the week)
<*>Fixes for various cards that wouldn't change stats after you ugpraded.
<*>Fix for quest 12/13 XP cards that would tell you you didn't own it (even if you did), or didn't even exist in the first place.
<*>When switching categories, a sub-category auto-selects so you're not left with the wrong card inventory. So when you click the "Quest Card" tab, you'll be actually in the Quest Card inventory instead of also needing to click an island first.
<*>Sort all cards ready for upgrading with a handy new toggle in the sorting menu!
<*>Added a delay when upgrading cards to avoid an exploit with swapping to new cards.
<*>Added common cards to Open x10 Uncommon chests.
<*>Tweaked Epic Chest drop tables to reduce guildian drops and nudge up epic drops (guildians were way too high previously).
Boost Theatre Something we've had on the backburner for a while and finally finished off. It's essentially an adwatch theatre, but without the ads.
<*>Use gems to temporarily boost random stats for a limited time.
<*>The boosts and the gem costs reset every 6 hours.
Random Tweaks <*>Added colour to some of the island trees.
<*>Changed the look of Epic cards to line them up with the rest of the cards better. (And to make it so we don't have to create a new mesh for higher tiered cards.)
<*>Added "prev" and "next" text to the arrow buttons on the quest detail screen.
<*>Added a brand new (and real purdy) banner for the initial loading screen.
Working On <*>We're having some deep talks about how to handle future content in the game. Right now it takes about 2 weeks to create a brand new island, and a few days to finish it. Which...is a pretty bad return on investment. But we also recognize that getting more islands seems to be what most people want. And the Challenge Islands don't really scratch the itch of conquering NEW islands, based on feedback.
<*>Better onboarding! We do a pretty bad job at teaching players how the game works and want to address that.
<*>Better island art! We want to do some more experiments to figure out how to create better looking islands (with maybe quicker ways to create quests so we can make content faster).
Card Upgrade System
Hoooo doggy. This is potentially the biggest update we've worked on since launching. And it turns out this is actually the first idea we had for how we wanted to handle cards, but decided that was going to take too long to build so we didn't do it. (But we sure ended up regretting that decision. Game development!)
We've found one of the big issues with our cards is that there's too many of them, and too many of them are useless, which leads to a lot of knock-on issues (a largely useless collection of cards and chests are boring to open since it's just more useless cards).
This wasn't an update to a major system so much as a complete rebuild of a major system.
First things first Your cards have changed! We've limited the amount of cards there are to collect now. So, for example, instead of having 4 different Common Cleric DMG cards, there's now only 1. Any Common Cleric DMG cards you have will all be changed into the new Common Cleric DMG card.
This is going to mean you'll have less cards now than where you were last in the game.
But now you can use your duplicates to permanently upgrade your cards to values higher than before.
Every tier will upgrade by a specific amount, but will always remain in that tier. Theoretically you could upgrade to a Common DMG +1000 card but it'll still be Common.
This isn't creating NEW cards, this is upgrading existing cards. So when you change a +25 card into a +50, you now have a +50 card and no more +25 cards. Any dupes you still have will also be turned into +50.
Here's the breakdown:
Guildian DMG and ADV Cards Common +25 --> x2 per upgrade.
Uncommon x1.5 --> +0.5 per upgrade.
Rare x2 --> +1 per upgrade.
Epic x10 --> +2 per upgrade.
Guildian HP Cards Common NA
Uncommon +600 --> +300 per upgrade.
Rare +1200 --> +600 per upgrade.
Epic x10 --> +2 per upgrade.
Quest Gold and XP Cards Common x3 --> +0.5 per upgrade.
Uncommon x5 --> +1 per upgrade.
Rare x20 --> +1.5 per upgrade.
Epic x30 --> +2 per upgrade.
Island Cards Common NA
Uncommon x3 --> +0.5 per upgrade.
Rare x7 --> +1 per upgrade.
Epic x15 --> +1.5 per upgrade.
And there are no caps on upgrades. So you can keep upgrading a card as much as you want, it's just dependent on how many dupes you collect.
New Card Equip Screen There's a new Equip icon! To call out cards a little better. And once you get in there, it's a brand new equip screen.
<*>Select your category/guildian/island on the left.
<*>Select the card inventory on the right.
<*>Just click to equip instead of dragging.
<*>See where a card is equipped from the inventory.
<*>See the card's current level and how many dupes are required to level it up.
<*>Clicking on the info button or the upgrade arrow will bring up that card's upgrade screen.
<*>Unlock 3 more equip slots (but that'll be happening later).
Store Stuff <*>New store icon! (Since it was mostly cards, and I wanted to make the equip button cards.)
<*>Bard is back in the store, Explorer is out!
<*>Store Epic Chests now have a third, guaranteed Epic Card drop.
The Forge Is still down. We haven't removed it from the game, but we wanted to see if people still wanted a Forge if duplicates are also used to upgrade their cards. Our fear is that if you use duplicates two different ways for two different benefits that it might be confusing/angering to players. We'll see though!
As for the Forge Achievements, if we do get rid of the Forge entirely we'll change those achievements into Upgrade achievements instead.
And so...
Enjoy the update! I hate taking things away (like some cards), but hoping the fact that you can upgrade well beyond where you could before will make up for it (also there will be a few chests waiting for you too).
Please be aware that there might be some server issues with all the upgrades and chest opening that might be happening. So there might be some delays when you upgrade a card.
HOTFIX UPDATE JULY 26th <*>Fixed an issue where you wouldn't be able to upgrade a card when you got it for the first time from treasure chests unless you rebooted the game.
<*>Added a text field search bar to the card inventory.
<*>Fixed an issue where you wouldn't properly upgrade a card if it was equipped somewhere different than your current category.
<*>Faster scrolling in inventory list.
<*>Full menu shown in drop-down filter lists, no scrolling required.
Event Island Down, Prepping for New Card Upgrades System
Finally! A week without an event island.
We're still largely heads-down working on the big Card Upgrades system, so there's not much in this update, but we're setting up the roll-out for the Card Upgrades next week.
Some balance changes on early islands The first four islands got some tweaks to hopefully smooth out the early game.
<*>More money generating in Bunny Island, Emerald Island, Westacre, and Ashfield.
Some minor UI art tweaks Changing some of the art used in a few different screens like in the Skill Points screen and the store and a few other places.
Bards back in the store! Bards and Thieves are in, Explorers are out.
The New Card Upgrade system is coming There are some big changes coming! Here's what we know right now (BUT THIS CAN ALL CHANGE):
We're consolidating the amount of cards we have.
<*>Right now we give you a range of cards within the same tier. For example, a Cleric can collect 3 or 4 different common Damage cards. This leads to a lot of cards that are, frankly, useless, and you can never do anything with them.
<*>Just selling cards or changing them into other cards doesn't really solve the problem with having too many useless cards to collect, and it tends to lead to the treasure chests being dull to open (since you end up with cards you don't use anyway).
<*>We're going to standardize the way we handle cards, and just have ONE card per tier. So the Cleric will just have 1 common damage card to collect, instead of 4.
<*>What's going to happen to your collection is you'll get your cards changed into the new card. So for example, if you had 18 common Cleric DMG +5 cards and 15 common Cleric DMG +10 cards, those will ALL be turned into the new common Cleric DMG +25 card (giving you 33 duplicates).
You'll be able to upgrade your cards using duplicates.
<*>Now instead of being stuck with a card's base value forever, you'll be able to use your collection to power it up.
<*>Upgrading a card will cost money and duplicates of that card.
<*>The cost of money and duplicates will go up with each upgrade on a card.
<*>There is no ceiling on upgrades, so with enough time and dupes, you might be able to make your Common card extremely powerful.
What does this mean for you?
<*>Next week we'll have to take the game down for a few hours, in order to update the database on our end. This will upgrade everyone's collection to the new database.
<*>Late game players are probably going to end up feeling less powerful right away, BUT, thanks to all the duplicates, they'll be able to upgrade their cards beyond what they had before. (For example, your x5 card has turned into a x2 card, but now you have 20 duplicates of x2 and can upgrade yourself past x5.)
When is this happening?
<*>We're aiming for NEXT TUESDAY.
<*>But things might change!
UPDATE We're still working on the update for today. The good news is we won't have to pull down the servers for hours to update the databases! We're not ready to go yet but we're working on it, so stay tuned.
Also, as a preview:
Hey Hey Guildians From the Map and a Challenge Island
Back-to-back-to-back Challenge Islands aren't quite what we wanted, but the timing kind of worked out that way. But we would feel bad if we came back after a week off and didn't put up a new island.
New Challenge Island Now featuring a boss with recharging health (if no guilidans are on the quest). The shared quests also feature recharging health. And there's a quest or two in there that will cancel out all guildian special effects.
And there's also another fancy chest to earn if you can complete the island on Supreme difficulty.
Check your guildians from the map! Now you can browse where you have guildians equipped from the map! Just click on the new button at the top-right of the zone info panel from the map and it'll show you everyone you have equipped by order of cities.
Click on one of them to unequip them from that city and add them back to your inventory to use elsewhere.
Still working on... The big card update! Fingers crossed that we'll have it out not next week but the week after that.
HOTFIXES <*>Fixed an issue with the gold header art formatting weird in the City upgrade screen.
<*>Fixed an issue where one-time-only purchases could be bought multiple times in the store.
Vacation Next Week! (But New Challenge Island and New Quest Abilities Now)
We're all taking next week off (it's been a while for us!). And that arrived at an awkward time with our one week up one week down for Challenge Islands, and we didn't want to have NOTHING happening in the game for two weeks.
So I know you just had an island, but here's another one, and this'll last 2 weeks just in case.
New Challenge <*>It's the longest island ever at 34 quests!
<*>2 cities with 4 guildhalls each.
<*>Finishing the island on Supreme difficulty your first time will earn you a fancy new Challenge Chest filled with goodies.
<*>Quest Abilities! Quests can now have special powers for different challenges.
<*>There are a few exploration quests that will damage with poison, as well as block clerics from healing.
<*>More abilities coming in the future.
New UI With abilities we realized we need to list them in the quest info, which meant we had to re-arrange the layouts so there's some new art for that.
<*>Updated some old UI buttons in a few other spots too, like the map and the city screens.
Card Upgrade System Incoming Don't call it a refactor, because that's a scary word. But we're redoing the way cards are going to work. It's something we've tried to patch quickly with systems like the Forge, but that hasn't really solved the problem: we have too many cards, too many duplicates, and not enough interesting things to do with them. It's a big problem!
Here's a look at what we're working on:
<*>A smoother equipment screen experience! Better organizing of cards (you'll choose a specific guildian and now you'll ONLY see their cards listed).
<*>More equipment slots per guildian (and island), though the last 3 will require gem purchasing to unlock.
<*>Less cards! We'll be reducing the amount of cards, since we don't need 4 common Cleric ADV cards, for example. (Your other cards will turn into the new card. We're going to make sure that the card we keep is the highest card in a rarity, except for the multipliers, which will start at x2 on rare and x10 on epic).
<*>Use duplicates to upgrade a card! Collecting enough duplicates of a card will allow you to permanently upgrade the stats on that card. (Hence why we've disabled the Forge.)
It's a big change, but one we believe will be better for everyone, and a proper use of duplicate cards and collections in a more meaningful way. (An issue that's coming up more and more as people have been playing for longer.) There's going to be some awkwardness with the transition, but we'll most likely be giving a few chests away to help compensate for anything and to get your duplicate collections growing.
We'll see you in a couple weeks!
HOTFIX Last week we were hearing from people getting stuck in the first island, and we weren't able to find the reason for it...UNTIL NOW.
<*>If a player had a crash/disconnect/shut-down at a specific moment during the tutorial, the tutorial wouldn't know how to resume.
<*>Fixed now, so player stuck on Bunny Island SHOULD be able to move on finally! Sorry about that.
New Challenge Island, UI Tweaks, and a Higher IceVale
New Challenge Island
There's a new Challenge Island for the week! There are new card restrictions and new quest lines to tackle. That also means there's another batch of Star Points to earn.
UI Tweaks
We're a really fast team which means things can DRASTICALLY change very suddenly, and there's been a lot of back and forth with UI this last month that's probably given some whiplash.
As much as I'm sorry we've upset so many people with the last UI pass, I'm glad that there were some people who gave us some good feedback on features we totally missed. We're trying to address some of those this week.
<*>More UI during the Map! People were asking for access to the vault and being able to see their gold/gems too. So we added those to the map.
<*>Gold and Gems on the bottom of the screen now (since most of the screens needed them on the bottom it turned out).
<*>Shrunk the size of the gold/gems/xp bars.
<*>Save button added to the side menu (yeah we totally missed the importance of that). The Save/Quit button is still in the Settings.
<*>Shrunk the size of the side menu and its buttons.
Level 500 Quests in IceVale I wanted to try a bit of an experiment and see if we could bump up the max quest caps on islands. I figured IceVale was a decent place to start. I can't let the early islands get too high since that'll throw a wrench into brand new players' progress but later islands might be able to all bump up somewhat.
<*>If you already have the max achievement, you'll still have it. Nothing's being taken away.
<*>I'm hoping higher level caps on islands will give some higher-end goals for later game players and give them higher payouts to boot.
Thief and Explorer Cards in Store The Thief card is back in the gem store for individual purchases, and now the RAREST GUILDIAN OF ALL is finally available for purchase: The Explorer!
What Are We Working On? Lots of things!
New platforms!
<*>We'll be (re)launching on web soon.
<*>And there's mobile (starting with Android) coming after that.
A new card and card upgrade system!
<*>It's been an issue for a while but we didn't have an easy fix for it, and just adding more content to cards was only going to make the problem worse.
<*>There are too many cards, and too many useless cards.
<*>Our original intent was to make it more like a Diablo-ish loot system, but in Diablo you're not still holding onto the first club you found on your first enemy.
<*>We want to streamline cards and allow you to upgrade the cards to get better stats.
<*>More details about it next week.
Another Challenge Island!
<*>Coming next week.
<*>The three of us are going to take a much-needed vacation in a couple weeks which means we'd miss getting a new island up. So instead I'm going to try and get it out next week!
UPDATE An issue popped up starting last Thursday or so where some new players were failing a server check and thus losing their first Explorer. It ended up feeling like Prestiging was killing Explorer cards, but the reality is that players weren't getting that first Explorer successfully added to their inventories.
A few other people were getting issues with the tutorial not moving forward from Bunny Island, and HOPEFULLY this will fix that issue for them. Let us know if that still doesn't work for you!
A fix for that is out, and we're giving everyone some FREE EXPLORERS and basically the contents of a Store Chest to compensate.
The First Impressions Update!
First up: Challenge Island Down
I think this one turned out a little more successful than the last, and even sprung up a lot of discussion, which is awesome! I especially love that people were able to find a few different strategies to pull off the final difficulties.
We actually tried turning on Dark Knights to test last week and it turned out...they didn't work. So that's kind of funny.
New Challenge Island coming up next week!
First Impressions Update!
There's a lot of stuff that went into this update, and a lot of it you might never see again as an existing player.
Why are we working on first impressions? Well we're trying to gear up for other platforms. Games are a business and all that fun stuff no one wants to hear, and if we're going to keep working on the game we need to keep earning money. We've had recommendations to double prices and pinch harder on the existing audience, but none of us are comfortable with that, frankly. So instead we're working on spinning up some new platforms for the game (namely web and mobile). We hope spreading the game around to more people will solve that issue for the time being.
All of which means we wanted to start looking at our tutorial and HUD, which are very, very common complaints about the game for first-time players.
We also want to be able to keep platform parity with everything, so everyone always gets the same updates, which means one code base.
On top of which: we want to keep the updates rolling on Steam, so this isn't a 'goodbye' post or anything. I just wanted to lay out some explanation for why we're working on what we're working on right now.
There's new Doceo art for the tutorial! <*>Higher res art!
<*>A smoother, more luxurious Doceo.
There's a new HUD <*>I don't like taking features away, but we couldn't find space for the quick travel that made sense anymore. Fast travel was created in the hopes of fixing our tutorial drop we saw between islands 1 and 2, and it...didn't end up helping, it turns out.
<*>Instead we decided to bring the map functionality out much more.
<*>Greater emphasis on the Buy Multiple button.
<*>Toggle the Quest UI on/off with the Build button.
<*>Notifications for star points, chests, and when you unlock a new island!
<*>No Save button (it was a weird throwback from our first web days). Autosaves are happening every few minutes, or after defeating a boss, or after making a purchase, or after prestiging. There's also still the "Save and Quit" button in the settings just in case.
Tutorial Tweaks! <*>Some slight adjustments to the existing tutorial to hopefully help players get through the early game better.
Social Link Buttons! <*>Finally added them.
New "News" screen art! <*>So many more pixels now.
Android Test? It's close! Thank you to everyone who signed up and I'm hoping....next week? Ish? After playing the game more with the old HUD we found it was hard to click on buttons so we wanted to try and get that updated before finally getting more people to play the game.
Next Week A new Challenge Island!
A New Challenge Island Appears
+ Level 600 cap
+ Some super-tiny guildian stat tweaks that probably no one will notice.
New Challenge Island Taking into account that it's actually pretty tricky to make an idle game HARD, and without the scope to drastically change how combat and stats work, here's another Challenge Island for everyone.
The hope with these is that early-ish players can play the first prestige or two, middle players can play the middle four or five, and only the highest level players can actually finish the final prestige level. Not too sure how enforceable that is but that was the goal with the balance.
We were able to tweak the rules and start banning specific guildians from guildhalls. So that means there are no Dark Knights allowed on this new island. We'll see how that goes!
The island will last about 6-ish days from now. You'll be able to earn a new batch of Star Points, but gilding resets when the island is taken down (which is why it's so cheap compared to others).
Level 600 The level cap has been bumped up! And as we tend to do, there's a new achievement for hitting 600.
Small Guildian Tweaks! It probably won't be noticed but I tried nudging around a few of the starting and upgrade values of Guildians in an attempt to make the early Guildians maybe a little more self-sustaining?
Fixes There were some issues with some of the symbols we use in the UI that have been tweaked. So gems shouldn't be covering up the first digit when you're looking to gild, for example!