Madcap Mosaic cover
Madcap Mosaic screenshot
Genre: Strategy, Indie

Madcap Mosaic

Minor bug fix 8/4/23

The Scrappy trait was not functioning quite right. It would not trigger in the top right corner, and may have had other issues. This seems to have fixed it.
Also, the achievement for using Obliterate twice in one turn was being a bit too lax in its determining success and has been adjusted.

6/27/23

This update is small- I flipped a switch in Gamemaker. I suspect it will increase FPS for most people by a bit. Please get in touch if this patch causes any issues for you. You can respond here or get in touch via the discord link below, or by email to madcapmosaic@gmail.com.

https://discord.gg/g7zr28Cs8

5/5/23

I changed a few visual items in the menu. Nothing groundbreaking. The icons for each area no longer stretch, I separated the actual sword/key/quill from the background and stretch just the background and word instead. The key/chest areas were changed to a solid brown background, chest art was slightly improved. That whole area looks a bit more interesting when the chests are still closed, but is still fairly underwhelming in totality.
However, two more traits made it in with the change of the randomize button allowing room for them. One changes some fundamental mechanics (more like Edgewalker or Thrifty perhaps), and I've locked that one away. Rather than ruining the symmetry of the unlock area, I've unlocked the Scrappy trait and swapped that out for the new Nomad trait. The new Bellringer trait introduces a new tile that is only available if you get this trait and can be built around.
Also just as a teaser- I added a hidden tile 'Morel' that has only one source a patch or two back.
There may have been a couple small little tweaks elsewhere, but these are the noticeable ones (I think).

3/30/23

Fixed a few bugs and tile descriptions.
Added a new tile, Encamp. The design behind this tile may be a bit transparent- I'm looking to shore up the End Adjacent to and On Drain synergies.
Added two new traits for fun.
Added a new enemy in the tier before the first boss.
Tweaked some enemies slightly. The troll will offer less powerful turns just a little more frequently. Lowered the hp of the void demons noticeably (the later stage fog-adding enemies). A couple other numbers were very slightly tweaked.
Added some bugs very probably.
Have any feedback regarding this patch or in general? Let me know in Discord.

3/5 Catchup

More of the same here. To catch up on the last bunch of descriptionless updates- bug fixes. Mostly. I also added a few reskins for stuff this time and a new player icon. I was having fun goofing around in my sprite editor and tweaked a few of the more boring images. May be a few more of those coming down the pipes still, as it's been an enjoyable simple task lately.
Someone also pointed out how obviously abusable Cannibalize is against the Crystal. For now, it's capped at 4 triggers per battle. It's still very good in that battle, and really capping healing in the game is generally going to be healthier so I don't feel too bad about it.
Things will generally still function as expected, though give something a reread if you're surprised. For the most part though, eventless updates are probably just me cleaning up some unusual scenario that had been playing out unpredictably.

12/8

Hey guys. Been a while, but I've got some changes here for you.

Enemy changes. This one may be confusing for the first few runs... I added two new enemies. A third final boss, and a new tier 2 enemy (as this tier was long and had the least diversity). The confusing part? I actually took the enemy that gave you +1 to your hits sometimes and put those on the new enemy. I took the old art from that guy and put it on the new one. It just felt right thematically, but I apologize for the confusion that may cause initially.

That is the biggest change for sure, but I have a number of smaller things in here as well. Some of these may be tweaked or reverted or updated, if you strongly disagree with anything here come let me know in the discord or on steam and I'll take everything into consideration.
Some minor visual tweaks. I added a new type of visual reminder for the new enemy as well as for the red dragon's limit 3 turn. I also added a couple teeny tiny enemy sprite tweaks for special turns.
Hearty Breakfast has a 1 turn cooldown now. Why...? Well, I had an infinite move combo a while back and realized I definitely could have generated 1000 moves and full healed eventually with breakfast (if I had the patience). I actually tested removing healing tiles entirely, and that may still happen, but I ended up going here with it for now.
In a similar vein, the Witch now prevents all healing. This is another stab at reducing grind potential.
On a related note, Grimoire is now once per combat. I recently had a run where I got a grimoire in the first tier of enemies and decided to try grinding it. I didn't like the results. I know there are scenarios it is possible, and douse existing will always allow some niche corner grind build, but my goal is to make it not feel like it is reliably a go to strategy. Once in a blue moon if you are on the lookout for it, fine. This again had several iterations and is not exactly locked in.
Backtrack additions. Well, first of all, I changed +BT/MV tiles to use those abbreviations more consistently to allow easier searching in the lattice. Bury now gives +1 BT. Bone Darts now gives +1 BT. Double Swing now gives +2 BT. Bone Darts now offers some way out if you go all in on it. Bury giving 1 BT not only makes it more appealing in the Lattice, but also gives it some neat little plays in combat even if you have nothing good to drain, and Double Swing was just kinda bad. Some of this is in response to people clamoring for more BT. Well, here's a little bit more.

I also fixed the funky animation on using the home tile if you've changed its art. Super Excavator achievement was minorly bugged and has been fixed (I think there was another that went off a bit prematurely as well, but I didn't make a note, so yeah).
I've enabled tokens in the labs. It should give you the tokens for beating the bosses but not touch your normal streak.
That's all I wrote down, I'm sure other minor changes snuck in, I haven't been very vigilant with my patch notes. Probably a few bugs joined us as well- let me know if you find any or if I missed a huge one that makes the game unplayable!

1classydude

11/17/22

Some noticeable changes here:
The game window is now resizable. This DOES cause some minor pixel distortion, if it's noticeable and distracting there are still the pause options which can set you to a resolution that should fix it. This is paired with another change: the basic Sword tile is redone. A big part of the reason the game window was not previously resizable was that the Sword tile looked really bad at a non 1:1 pixel ratio. The diagonal lines of the sword would look really bad. But honestly there is not a lot else that is very noticeable. The skinny fonts sometimes look slightly off and some tiles with thin lines are noticeable here and there, but I think adding this is a net positive.
Along with this I tweaked the basic shield slightly, and altered the Smith tile upgraded versions a little.
A few new achievements have been released as well, again the focus of these ones is to push players to draft specifically to fulfill them and perhaps experience a different strategy.
Some other minor little things here and there that most likely will be unnoticed. Feedback on everything is welcome in the steam discussions or in the game's discord found on the store page.
Let me know if any achievements are acting funky, with new ones it is possible something may need ironing out. Thanks for playing!

1classydude

11/10/22

Added 25 or so achievements. Toss a response here if you encounter any issues.
That's the big one. I didn't upload notes last patch, so between that and this, Campfire now is usable again to hit for 6. Still revealed on creation. Also changed Tumble/Fortify/Deadzone wording to 'On creation' rather than the if undrained confusing mess. Hopefully this is a little clearer.
Changed Coup de Grace to not drain on trigger. Just a warning, this one is an experiment I wanted to roll out to more people. I wanted to give Adjacent strat another nudge. This may be reverted at some point, but I never find myself taking Coup on purpose, so here we are.
Another player icon snuck in last patch. I'd meant to lock it behind something, but it's in so it can stay.
Made the 'won at least once' icon better in the "secret" area.
Made the player avatar turn into an hourglass between turns. Hopefully this helps the new players discern turn changeover.
I realized post game via the secret area was not displaying any messages really. Looked pretty bad, hopefully it's a little less weird now.

That's it for now, again, let me know if I broke anything!
1classydude

10/24/22

Added a button to disable right mouse while in combat (to the pause menu). Sick of accidentally shuffling and eating a bunch of damage? Turn it off and rely on space bar.
Quicksilver Vial- changed from 1 use CD to 1 battle CD.
Campfire- removed the hit on use, made it reveal on creation. I'm curious how this will play it- it's intended to be a buff for Worldtree strats.
Some bugs fixed as well, hopefully fixed a few more really rare bugs that require a mostly or entirely fog mosaic.
Reworked the enemy tile replacement system. You probably won't notice much here, but this fixed one of the bugs above. Outside of extreme scenarios, it should make enemy replacements slightly more accurate (sometimes replacements cannibalized each other previously).
Added a couple tips. If you turned these off ages ago, most of the newest ones are regarding changes made since then. The save system, the new mouse option, etc. One was recently added explaining that 'end adjacent to' tiles require the tile to be revealed. It's not really in the description so this is a weird hedge there. There are some other descriptions that should probably still get looked at (dead zone and tumble, I see you). I'm sure some are confusing and under my radar as well, as you just accept how things work at some point. Maybe some day I will be content with tile descriptions.


1classydude

10/13/22

Added a save system. You need to be in the Lattice (tile selection) to save and exit, from the menu. When you reopen Madcap Mosaic, it will load directly to the Lattice.

I wasn't sure how possible it was, turns out it was possible. I expect some bugs to have gone unnoticed. If you use the save system, you can help by letting me know if you encounter any inconsistencies. It's been working for me in my tests, but with so many tiles and traits it seems inevitable for some oversights to crop up.

Limiting it to the Lattice has two effects. One, it prevents scumming. That's fairly minor, but it was something I wanted to prevent if possible. Two, it makes saving possible. It would have been far, far more work to try and save something from the middle of combat. So if you don't like leaving the window open and are concerned you may not have time to finish a run, all you need to do is make it through the current battle and you can pick it up again later.