Meteorfall: Krumit's Tale cover
Meteorfall: Krumit's Tale screenshot
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Genre: Role-playing (RPG), Strategy, Indie

Meteorfall: Krumit's Tale

December 14 Bug Fix Update

We're back! The past week has been dedicated primarily to adding new content behind the scenes for Mischief, as well as preparing for localization into other languages.

Mischief has been coming along great so far, and we're constantly iterating over her design and playtesting to make sure she's as fun and unique as Bruno and Greybeard. Mischief starts off with an interesting perk called 'Riff-raff' which reads "-1 Base attack. When you attack an enemy that's alone in its row, gain [Stealth]". Stealth is a new keyword that reads 'Your next attack has [Blitz] and does +2 damage (+3 if you have a weapon". The result is that Mischief cares *a lot* about the positioning of enemies. She's weak on her own with a base attack of just 1 damage, but she can easily pick off enemies that are alone in their row. She also has abilities like Knockout which allow you to shuffle an enemy back into the deck - useful when there are 2 enemies in a row and you need to isolate an enemy so that you can gain Stealth.

We'll continue to iterate on Mischief over the next several weeks as we prepare to release her. The current plan is that once she feels like she's in a good place, we'll put her on the Beta branch and gather feedback from players before moving her to the main branch. I'm super excited to introduce her to everyone!

IMPROVEMENTS
- Added tile tooltips when mousing over tiles in the deck view

BUGS
- Fixed a softlock when adding a 5th non-replaceable (eg: Doom, Stoopid) to the player's inventory
- Poisoned enemies that were shuffled into the deck would cause softlock when the game was resumed
- Fixed a softlock in the Bramble's Arena stage that could occur if the player had the Vampire perk
- Fixed a softlock that occurred when Perfect Storm fell from the top row to the bottom row (eg: after using AOE)
- Fixed an issue where Frostbite Charm didn't remove the 'protection' effect from adjacent enemies after during a Royal Guard into a skeleton
- Enemies protected by Royal Guard no longer show 'Can't target this enemy' error when targeted them with abilities
- Fixed an issue where the NG+ modifier "+Monster Max HP" would apply more tahn once in some cases
- Fixed an issue where strings with quotation marks had too many rotations
- Fixed an issue where Nukromancers didn't properly show armor on the 'Next Dungeon preview'
- Fixed various text / description issues

Nov 30 Bug Fix Update

(Steam - Windows Build #121, Mac Build #13)

BALANCE
- DRAGON'S GOLD: Now converts items into 5 gold (from 3)
- Base gems from dungeon completion increased from 5->10 (was 20 originally)

BUGS
- HAMSTRING: Fixed a bug where the monster's attack would 'get weird' when you used hamstring against an enemy with only one non-attack effect
- Fixed a bug where the deck indicator in the shop wouldn't always update after buying a tile
- Fixed a bug where pressing ESC during the 'dungeon complete!' sequence would occasionally softlock the game
- Fixed a bug where the hero card would occasionally get stuck on the screen after battle
- Fixed a bug where Taunt could cause the boss to spawn in battle (Taunt no longer works in battle)
- Fixed a bug where pressing the num keys could 'select' tiles on the summary screen
- Fixed an interaction with Survivor / Poison that would occasionally softlock the game
- Fixed a bug where using a 1 durability weapon vs the Uberlich didn't open a spot for Doom to be added to the inventory
- Fixed a bug where cloning a spells that requires recharge would keep that tile's current recharge value
- Fixed a cosmetic issue where the map sometimes showed the wrong path.
- Updated several strings

Nov 20 Weekly Update

We've been hard at work on the next bug fix update for Krumit's Tale! This is a pretty big bug fix, with many issues fixed - a big thank you to the community for continuing to report issues, and helping us make Krumit's Tale as great as possible!

NOTABLE CHANGES


Flat gem reward at end of dungeon reduced from 20 to 5 We found, while watching players stream, that gems were too plentiful, making buying decisions at the shop too easy. Decreasing the flat gem bonus for completing a level (while keeping the 'unused item bonus') makes shop purchases more thoughtful.

HAMSTRING: Now reads "Once per battle, activate this to cancel an enemy's non-attack action" (used to only affect Blitz actions)
This card felt too situational before, and this change should make the card more useful

MIGHTY SWING: Now reads "Increase your attack by an amount equal to your equipped melee weapons. Recharges after 6 rounds of combat"
This card didn't really feel impactful, and the fact that it exhausted made it pretty much only useful against bosses. The new design is something that can be used to much greater effect.

MYSTIC EYEPATCH: Now reads "When this tile is added to the dungeon, reduce the cost of abilities in the same column by 2"
The original design for this ability (reduce 1 cost abilities to 0) didn't have a very powerful effect, and the new ability is more versatile / interesting

POET: Now only clones abilities acquired if they are in the *bottom* row
This perk proved to be too powerful and was basically an auto-pick for Greybeard. This change makes the effect slightly more difficult to use, and requires more preparation in order to take full advantage.

FULL PATCH NOTES


Discuss on Discord: https://discord.gg/Ekwpgdg

IMPROVEMENTS
- Mousing over an enemy attack will now show a tooltip describing it
- Added a callout that highlights the shop the first time you reach it

BALANCE
- Flat gem reward at end of dungeon reduced from 20 to 5
- CLEAVE: Damage increased from 3 -> 5
- EXPLOSIVE RUNES: Now adds additional damage on top of the cost of the target ability "Destroy target ability. Deal #piercing damage to adjacent enemies equal to that ability's cost + 2. #Exhaust"
- LORD'S HELM: When used with Body Slam, it now costs 1 gold

REWORK
- HAMSTRING: Now reads "Once per battle, activate this to cancel an enemy's non-attack action" (used to only affect Blitz actions)
- MIGHTY SWING: Now reads "Increase your attack by an amount equal to your equipped melee weapons. Recharges after 6 rounds of combat"
- MYSTIC EYEPATCH: Now reads "When this tile is added to the dungeon, reduce the cost of abilities in the same column by 2"
- NG+6: Now reads "Health bonus from discarding tiles reduced to 1" (previously reduced base gem bonus from completing a dungeon)

NERF
- POET: Now only clones abilities acquired if they are in the *bottom* row

BUGS
- BLAST WAVE: Fixed a bug where when used with few items on the board, it would automatically trigger a victory condition
- BOAST: Fixed a bug where Boast would fully heal when acquired
- CHARGE: Fixed a bug where Charge wasn't doing the hero's full base damage
- CURSE OF GREED: Fixed a bug where Curse of Greed would cause other Curse of Greed tiles to cost gold to remove
- POET / PERFECT STORM: Perfect Storm no longer deals damage twice when acquiring extra tiles due to Poet
- SLEIGHT OF HAND: Fixed a bug where tapping the 'confirm' button when using Sleight of Hand would incorrectly add extra cards
- TELEPORT / JEWELED SLIPPERS: Fixed a bug where these cards would occasionally prevent certain enemies from being targeted
- TRASH GOLEM: Fixed a bug where this enemy was no longer shuffling items into the eck
- Fixed a bug where the 'primary attribute' (attack, block, etc... ) would continue to show on the tile after putting it back on the board
- Fixed a bug where gems weren't granted for gems remaining in the deck
- Fixed some issues related to tiles persisting on the screen between dungeons
- Fixed a bug where spamming space bar as you died would soft-lock the game
- Fixed a bug where cloned abilities didn't always have a gold cost
- Fixed a bug where exiting to the main menu during the reward selection would allow you to pick an extra reward
- Fixed a bug where clicking on skills in your inventory after the last enemy died would soft-lock the game
- Fixed a bug where tiles would sometimes 'stack' when using targeted abilities

Krumit's Tale - now available for Mac OS X!

Meteorfall: Krumit's Tale is now available on Mac OS X! One of the most common questions that we've gotten from players since our initial launch is when they'd be able to play Krumit's Tale on Mac. We initially focused on a Windows release, to stay focused and to limit any confusion about platform specific issues during the busy Early Access launch window.

Since Krumit's Tale is built on top of the game engine Unity, it was relatively easy for us to get the Mac OS X build up and running. The great news is that Krumit looks *fantastic* on the Macbook retina display.

We hope you'll love it!

Nov 12 Bug Fix Update

It's been a *crazy* and exciting week with the launch of Krumit's Tale on Steam Early Access! We've been watching streams, streaming ourselves, responding to players, and have also been hard at work fixing bugs. The first week has been amazing, and we want to thank everyone for all the support! We appreciate you taking a risk on our small game, and we have a lot of great content in store for you during Early Access!

The focus thus far has been stability and bug fixes. With that in mind, before we get into new content, we're focused on cleaning up the existing content and making sure we squash as many of these bugs as possible. Up next, we plan to see (fingers crossed!) about getting a Mac build up and running.

Good luck have fun!
@Slothwerks

PATCH NOTES
______________________

Discuss on the Krumit Discord

[Nov 12 2019]
Steam Build #116

IMPROVEMENTS
- When selecting a hero, you'll now see their starting perk
- When selecting a hero for which you've beaten the game but have *not* unlocked all the tiles, you should now see the option to start New Game+

BUGS
- Items that are cloned through some means (Dual Wield, Sharpen, Witch's Broom, etc...) now keep the effects (reduced cost, increased damage, etc... ) of the original item
- Fixed a cosmetic issue where the bottom of tiles were cut off in the box
- CHILL STAFF: Fixed a bug where defeating the last enemy with this item and having it cause the 'Replace Dialog' to show up would soft lock the game
- TAUNT: Fixed a bug where a negative value for 'number of enemies to defeat to recharge' would occur

Meteorfall: Kurmit's Tale Beginners Guide

For all the new Krumit's Tale players, we've got a great beginner guide written up! Krumit's Tale should feel familiar to players of other deck building games like Dream Quest and Slay the Spire, but there are some key differences to get used to. If you're struggling to deal with the Uberlich's evil minions, take a look at the guide for some basic tips!

Krumit's Tale - A Beginner's Guide

Meteorfall: Krumit's Tale - coming soon to Early Access!

After nearly 2 years in development, Meteorfall: Krumit's Tale is finally launching on Steam Early Access on November 6th!

What about iOS / Android?
Krumit's Tale has been designed from the ground up to be playable on both iOS and Android. The current goal is to leave Early Access with a full release that will include all platforms, in 2020. Prior to that, we'll also be doing a beta test for iOS / Android that will begin in either late 2019 or early 2020 - more details about that to come.

What's included in Early Access?
Krumit's Tale is already playable from beginning to end. 2 heroes (Bruno and Greybeard) are currently playable, with 2 or 3 more heroes to be added during Early Access. There is already a 'New Game+' mode to unlock, which adds increased difficulty, after beating the game. Still to come are additional modes, such as daily challenge. As more content is added, the price will increase.

How long will Early Access last?
We we expect Early Access will last 6-12 months before full release. The schedule will be partly driven by the community and what features players gravitate towards.

For fans of our original game, Meteorfall: Journeys, and new fans alike - we hope you enjoy Krumit's Tale!

Week 41 Bug fix update

[PATCH NOTES]

Full notes: https://krumits-tale.com/krumit_patch_notes.txt
Discuss on Discord: https://discord.gg/Ekwpgdg

[Week 41 Build]

IMPROVEMENTS
- [PC ONLY] Space/enter now dismisses tutorial OK buttons

BUGS
- BODY SLAM: Fixed a bug where this ability could be used more than once per battle
- BOAST: Fixed various issues related to Boast
- CROSSBOW: Correctly shows a piercing icon
- Fixed a bug where Uberlich forced you to replace a tile when adding a Doom tile to your hand
- Fixed various issues related to 'death prediction' and the 'X' indicator
- Fixed various bugs with the 'Replace Tile' screen
- Fixed a bug where the dungeon name on the map was cut off on mobile devices
- Fixed a bug where equipping debuffs like Stupidity in battle would remove them after attacking, without paying the cost

Week 40 Update

Work continues as we march towards the Early Access release. As usual, thanks to all all the testers who submitted feedback!

In terms of new content - we have a couple new cards (Boast, Intimidate) and new NG+7 and NG+8 difficulty modes. There are also some PC specific improvements regarding keyboard controls, which should hopefully make the game feel more smooth when using a mouse / keyboard combo.

[PATCH NOTES]

Full notes: https://krumits-tale.com/krumit_patch_notes.txt
Discuss on Discord: https://discord.gg/Ekwpgdg

[Week 40 Build]

NEW
- BRUNO: New abilities: Intimidate, Boast
- NG+7, NG+8 difficulty levels added

IMPROVEMENTS
- [PC Only] Can now change resolution in game
- [PC Only] Spacebar / enter now work in more places to confirm selections
- Added a small icon to items that are piercing

BUGS
- CHILL STAFF: Fixed a bug where Chill Staff no longer triggered the Poet perk
- ROYAL GUARD: Fixed various issues where the 'defended' property was not properly applied to adjacent units
- UBERLICH: Fixed a bug where his 'Doom' ability would get stuck if you died while it was being added to your inventory
- CHARGE: Fixed an issue where the tooltip wasn't updated properly
- Fixed a bug with Knucklehead / Chill Staff where adding both abilities to your deck would put the game into a weird state
- Fixed bugs with various cards such as Taunt or Witch's Broom where shuffling cards back into the deck would only spawn 1 card - the board will now be filled properly if you shuffle multiple cards into the deck

New abilities, perks, and bug fixes

The fixes and improvements continue!

This week adds some new content in the form of two new abilities - one for Bruno (Rage) and one for Greybeard (Disintegrate) as well as two new perks - Hornet and Cautious.

There are also several balance tweaks and a QoL improvement that adds a counter to abilities that are rechargeable.

The plan for next week is to keep adding PC improvements (better keyboard support), a couple more abilities, new NG+ levels, and more bug fixes as we march towards the Early Access release.

Thanks to all players for the feedback so far!

@slothwerks
________________________________

[PATCH NOTES]

Full notes: https://krumits-tale.com/krumit_patch_notes.txt
Discuss on Discord: https://discord.gg/Ekwpgdg

[Week 38 Build]

NEW
- GREYBEARD: New ability: Disintegrate
- BRUNO: New ability: Rage
- PERKS: Cautious, Hornet

IMPROVEMENTS
- Tooltip smaller - should no longer block your health value
- Abilities that can be recharged now show a counter/cooldown

BALANCE
- TOXIC VAULT: +1 Trash Golem; Globbers gain a poison attack
- SCRAPPER: Now applies damage bonus vs enemies with Block
- NUKROPOLIS: Additional enemies added to this dungeon (may need more balance tweaks)

BUGS
- ICE STAFF: Fixed an issue where this item gave double copies of Ice Bolt
- ROYAL GUARD: Fixed some bugs that prevented the 'guarding' effect from being applied in some cases
- Fixed a critical issue affecting players with fresh v1.2 saves
- [PC ONLY] Numpad # keys should now properly activate tiles in inventory
- Fixed a bug where opening Krumit's note as a battle was ending
- Poet should no longer duplicate Frenzy
- Fixed a bug where retreating from enemies with Block wouldn't properly remove the block after battle
- Tapping space bar rapidly should no longer queue multiple attacks
- SILENCE: Curse no longer prevents removal of debuffs (eg: Stupidity) from your inventory
- Thorns now properly deals piercing damage