Thanks to all the testers who've tried submitted bug reports and given their feedback on the New Game+ difficulty modes! This update includes a bunch of fixes to improve stability, as well as some new UI improvements suggested by testers.
For testers *not* on Beta branch, this is the first update that includes the new NG+ difficulty mode content. You'll need to complete the game again in order to unlock it.
One improvement that came from testers / streamers was a desire to see a preview of the upcoming dungeon to add more strategy in choosing what items to buy. The UI may still change a bit, but I've added a 'coming up' UI between rounds to help you better prepare for the challenges ahead.
I hope you enjoy! Would love to hear your feedback here in the Steam discussion threads, or you can join us on Discord as well: https://discord.gg/Ekwpgdg
@Slothwerks
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[Week 37 Build]
NEW - Defeating the Uberlich unlocks New Game+! With each victory, a new difficulty modifier is added, making the game increasingly difficult. (This was previously available on the Beta branch - now available on release branch) - Updated maximum NG+ level to 6
IMPROVEMENTS - [PC ONLY] Spacebar / Enter now triggers an attack when in battle - [PC ONLY] Keys '1' '2' '3' '4' can now be used to toggle items in your inventory - [PC ONLY] Dungeon name and NG+ level now shown during the game in the lower left - In between rounds, you can now see all the enemy types coming up, to better plan which tiles you might want to buy - Can now view perks / deck during both the 'treasure' and 'perk selection' screens - Pre-mature taps no longer auto select items in the mint box
BALANCE - SHARPEN: Cost 3->1 - ORACLE ROD: Cost 5->4. Cost is now reduced by # of enemies with afflictions, rather than total # of afflictions
BUGS - LIONGUARD: No longer adds block when facing an 'multi attack' the does 3 or less damage - BATTLE SONG: Now recharges when you acquire CROSSBOW or LONGBOW. However, description updated to affect only melee weapons. - DEMON BLOOD HELM: Fixed a bug where this wasn't restoring the proper amount of health - Fixed an issue where fleeing with thorns would leave a 0 HP enemy on the board - Fixed an issue where activating a targeted tile (eg: Crossbow) in battle and leaving battle would not remove the 'confirmation arrow' form the tile - Fixed an issue where freezing someone mid-fight didn't update their attack damage - Fixed a bug where killing the last enemy in the dungeon with the SAVAGE perk would leave behind a floating FRENZY tile - Fixed a bar that would sometimes show two 'Krumit's Notes' dialogs when tapping the next tile - Fixed a bug with NG+ that showed "start with -1 health" (should have read "-2") - Fixed an issue where the patch notes in-game showed up as blank - Fixed a bug where the NG+ modifier that increases monster health would be applied every time a monster was added to the dungeon, intead of just once - Various small tile description tweaks and fixes
The 'Git Gud' Update
Testers have been doing a great job tearing through the content in Krumit's Tale and I decided it would be worth focusing on some more challenging content to keep the experienced players engaged.
Like Meteorfall, Krumit's Tale features a similar New Game+ system - beating the game once unlocks a 'New Game+' mode which adds a difficulty modifier to the run. In the case of the first level, it's pretty minor - your max health is reduced by 2. If you beat that level, Krumit tacks on another modifier *on top of* the original modifier - now shop items are more expensive. My favorite modifier so far is one that adds 'curses' to your deck - negative abilities that have an effect while on the board and cost health to remove.
I decided to put this feature on the 'beta' branch instead of the general release because it may not be as stable as the current default branch. Even more so than other content in Krumit's Tale, this new difficulty mode is much more likely to change (even significantly). Difficulty modifiers might be moved around, added, removed - or maybe the whole system will be overhauled.
I'd love to get some feedback on how far up players can get, and if there are any hard blocks for either hero. I've tested up to NG+ 5 or so, and can barely scrape by. By far, the modifier I've had the most trouble with is the one that increases enemy HP by just 1 point - it throws off all of your muscle memory.
To switch to the beta branch, it's fairly easy - I'll link to this really helpful support article from Klei (Oxygen Not Included) http://support.kleientertainment.com/customer/en/portal/articles/2776550-how-to-change-branches-in-oxygen-not-included-steam-. Basically, you just need to right-click Krumit's Tale in your Steam library and go to the 'Beta' tab.
Just a warning that the beta branch is going to be inherently less stable than the main branch, so use at your own risk! If you ever feel it's too unstable and you prefer to go back to the default branch, you can do that the same way as switching to the beta branch.
Thanks, and can't wait to hear how everyone enjoys the new mode!
Note - If you've beaten the game before, you'll need to do it again with this new update in order to unlock NG+
September 5 Update
Another week, another bug fix update! A big thank you to all the testers for their continued diligence and bug reports - this wouldn't be possible with you!
This update mostly focuses on bug fixes, but also has some PC-specific UI improvements to streamline the UI in a few places. In parallel, I'm also working on an New Game+ mode which adds some additional difficulty levels to unlock.
[PATCH NOTES]
Full notes: https://krumits-tale.com/krumit_patch_notes.txt Discuss on Discord: https://discord.gg/Ekwpgdg
[Week 36 Build]
IMPROVEMENTS - (PC only) Added mouse-over tooltips for tiles on the board - (PC only) Interaction improvements for Treasure, Perk, and Draft screen (no more select and OK - now, just click) - (PC only) ESC key should work on PC for exiting backing out of most screens / bringing up Settings - The basic Harpy (Punk) shows a warning icon while in the middle row, warning the player - Can now view passives on the perk selection screen
BALANCE - CHAMPION:(Shuffle 3x Flex into deck) will no longer show up for Greybeard - LONGBOW: Damage 3->4
BUGS - CHARGE: Fixed a bug where this could target stealthed enemies - CROSSBOW / LONGBOW: Should now 'behave like a weapon' with other items like Battleworn Gauntlets and abilities like Dual Wield - MAGE ROBE: Block value now only increases if the item is in your inventory - POET: This now properly affects enemy ability with a visible '1' cost - PLATE ARMOR: Cost now longer increases due to 'debuff' tiles like Stupidity - Fixed an issue where 'activated' tiles (like health potion) could be used at no cost while on the 'replace tile' screen - Fixed a cosmetic issue where tapping an active tile in the Mint Box treasure screen would cause it to stop pulsing - Fixed a cosmetic issue where using Dual Wield would show the gold cost of the item in the inventory - Equipping abilities that require a weapon (eg: Slash) will now properly dismiss if the weapon is dismissed - Fixed an issue where if you discarded a tile and then tapped a tile quickly, the 'acquire tile' button may be crossed out, even if you now have enough gold - Fixed an issue that would prevent completion of the tutorial in some cases - Fixed a bug where active 'once per battle' abilities like Hamstring, Deflect or Retaliate would be 'consumed' if you attacked while active
Aug 30 Update
Thanks to all the Steam testers which have done an *amazing* job tearing the game apart and revealing all kinds of issues I missed! Besides that, the improvement requests - especially to improve the game UX for PC - have been invaluable.
For this first update, I've focused on bugs related to stability, so that the game has less soft-lock issues or game-breaking bugs. In the coming weeks, as stability issues settle down, I'll begin incorporating more balance changes, improvement requests, and new content.
Full notes: https://krumits-tale.com/krumit_patch_notes.txt
Discuss on Discord: https://discord.gg/Ekwpgdg
[Week 35 Build]
BUGS
- DEFLECT: Fixed a bug where this could be used more than once per battle
- HARPY / PERFECT STORM: Fixed some bugs related to the 'do something if tile moves into the last row' effects
- HARPY: No longer shuffles into deck after reaching bottom row
- FROSTBITE CHARM: Using this item in battle no longer causes a soft lock
- Updated heart icon so that the visible % that shows when you take damage is better aligned
- Fixed a bug where exiting the tutorial would prevent you from starting a new game
- Fixed a bug in the tutorial where if you tapped too early, you would soft lock the tutorial
- Fixed a bug where replacing a tile would sometimes cause a soft lock
- Monsters no longer tappable after death
- Discarded tiles no longer tappable after they've been discarding
- [Stun] link should work now when selecting a perk
- Biker's second attack is a 'no action' attack - changed the icon to reflect this
- Fixed a bug where the Parry! text got stuck
Closed Alpha sign-ups now open!
Before the launch of Early Access, we're holding a closed alpha test for interested players! The goal of the test is to test how the game performs on a wide variety of hardware. Currently, only the Windows build is available, but we hope to add additional platforms in the future.
If you're interested in being part of the test, head on over to the sign-up sheet: