Netherguild cover
Netherguild screenshot
Genre: Strategy, Turn-based strategy (TBS), Indie

Netherguild

Early Access Update 5/5/2023 - 0.202(C) - Improved Members & Possible Fix

Change log 5/5/2023 | Version 0.202(C)

UI Changes:

  • Improved character counter in the overworld top right


Minifixes:

  • Fix to possible issues related to warnings & attacks



Early Access Update 3/6/2023 - 0.202(C) - Improved Members & Possible Fix

Change log 5/5/2023 | Version 0.202(C)

UI Changes:

  • Improved character counter in the overworld top right


Minifixes:

  • Fix to possible issues related to warnings & attacks



Early Access Update 4/5/2023 - 0.202(B) -

Change log 4/5/2023 | Version 0.202(B)

Minifixes:

  • Fixed "Are you sure" still letting players hover over characters / buildings when it's active
  • Fixed settings saying "Friendly fire warning" -> "Disable friendly fire warning" (wrong text!)

Early Access Update 3/5/2023 - 0.202(A) - Warnings!

Change log 3/5/2023 | Version 0.202(A)

Warnings:

  • Added warning when attacking an ally with a non-support attack
  • Added a warning for firing allied characters



UI changes:

  • "Click to inspect" in guild hiring is bigger and more readable
  • When an enemy becomes visible in combat, they instantly appear in the turn order
  • Changed goal description to appear right above goal instead of to the side
  • Made bottom action panel wider


Minifixes:

  • Fixed "z-fighting" visual bug with assassin combat animation

New Skills! And more...



Hey Guild Leaders,
I wanted to write a quick update to detail all the newly added content in the newest version of Netherguild as well as future plans. Let's get into it!

Table of Contents



  • Three New Skills (and item)
  • Balancing
  • What's next?


New Skills


Now that Netherguild is in early access, I wanted to be able to add abilities and skills over time - HOWEVER! there was an issue...

Since skill trees are saved on a character, adding a skill would mean that it will only exist on newly hired characters...
But just syncing skill trees is not enough, because: what if a skill gets removed from the game after a player bought it? That would mean a skill point gone forever!

Therefore, this last week and a half I worked on a system for updating skill trees in existing saves - which neatly updates skills and skill trees if there's any new modifications.


Beyond that I also added three new abilities! Here they are in detail:

1) Icicle Piercer


> North Guard Ranger


Icicle Piercer (Requires Bow)
Ranged Attack 1-5 area range, Accuracy + 1 Piercing
Cooldown: 3 | Uses: 3/3
Targets all units in line.
Unblockable.
+4 Damage when target has Slow status




2) Rigged Coin-Toss


> Contractor Assassin


Rigged Coin-Toss
Cooldown: 2 | Uses: 3/3
Targets the user.
Free Action- Doesn't end turn.
If fighting against more than 3 enemies:
Gain 3,1 Focus
If fighting against 3 or less enemies:
Gain 3,1 Strengthen
If health is 8 or less gain Block


Note - the "speech" effect for coinflip will only appear with newly hired Contractors rather than already hired ones.


3) Flare Arrow


> Scout (All backgrounds)


Flare Arrow (Requires Bow)
Ranged Attack 2-8 range
Cooldown: 3 | Uses: 2/2
Inflicts 3,2 Burn: Deals 3 Fire damage every turn for 2 turn
Allies gain 1,3 Focus: Increases Accuracy by 1 for 3 turns

This skill also gives 2 additional uses to "Track" (context in "Balancing Changes").



There's also a new trinket that can be crafted from the rare plates of the armored grub!


Balancing Changes:


Alongside smaller changes, here are the two major shifts in this update:

  1. Increased uses for the Scout's "Track" ability when certain level 3 skills are chosen.
    This should let players have a slightly easier time at lower floors which can require using "Track" to prepare for enemy encounters and navigating the dungeon.
  2. Sidestep abilities now let you use your remaining movement BUT will always let you move at least 1 tile.
    Which should let you capitalize on your full range of movement while still serving as a useful escape when your character has no movement otherwise.
Full patchnotes:
https://store.steampowered.com/news/app/1464220/view/3683424562639566741

What's Being Added Next?


Overworld Interface and More
-Week to two weeks
Inspecting characters in guilds showing true stats (rather than starter stats), "Are you sure?" window for firing characters / attacking allies, more info in the dungeon-log and other possible improvements.
(Might include one big patch or incremental patches)

https://store.steampowered.com/news/app/1464220/view/3703688858596410641?l=english
(Mentioned in this update previously)

There might be more to this update than what's written here - and while it isn't "the BIG UI improvement update" yet, I did recently chat with the talented developer of "The Call of Krul'ar" who taught me some great UI design principles that I'm looking forward to sneaking into this update, as well as implementing over time in future updates.


Thank you for reading!
-David

Early Access Update 30/4/2023 - 0.202 - New Skills and More

Change log 30/4/2023 | Version 0.202

New Content:

  • "Rigged Coin-Toss" ability for Contractor Assassin
  • "Icicle Piercer" ability for North Guard Ranger
  • "Flare Arrow" ability for all Scouts
  • Added "Grub Armor Plates" item (rare drop from Armored Grub enemies)
    as well as overworld event and "Grub Plating" trinket.


Balancing Changes:

  • "Sidestep" abilities now let you use your remaining movement (or move minimum 1 tile if you have none remaining)
  • "Firebolts" skill increases uses of "Track" ability by 1
  • "Explosive Charge" skill increases uses of "Track" ability by 1
  • "Armored Dash" max uses reduced (5 -> 4)
  • "King's Right Hand" will deal 50% strength damage, increased uses to 4, increased cooldown to 2.
  • Reduced cooldown of "track" to 0. (for convenience while exploring)
  • "Take Aim" bow ability uses reduced 10->5.
  • "Killing Arrow" uses increased 10->13. Bonus damage reduced 1->0. Deals +2 damage if target has 10 or less health.


Systems:

  • Added system for updating skill trees in existing saves


Bugfixes:

  • Fixed crash when clicking the discord icon through the feedback prompt in the main menu
  • Fixed bug where enemies T-Pose / default pose / don't do "death animation" correctly when pushed outside of visible range
  • Fixed rare bug where approaching a fallen ally during combat wouldn't let players save them afterwards


Mini fixes:

  • Improved "requires x proficiency / background" to be dark green, and "if lacks x proficiency" to dark red
  • "Ranged damage stat" hover text changed to accuracy description
    (Accuracy: Affects the damage of most ranged attacks.)
  • Added check to make sure that players with high refresh rate monitors will have a capped frame rate by default to avoid lag due to rendering too many frames (due to v-sync)


Early Access Update 20/4/2023 - 0.201(F) - Fair improvements

Change log 20/4/2023 | Version 0.201(F)

Small additions:

  • Added a little "growing" effect for attack hovering - example below.
    (Should make AoE and friendly fire attacks even more understandable, but if you happen to not like it do let me know).


Mini fixes:

  • Fixed clicking the "New skills unlocked!" notification breaks pressing "escape" key for pause menu.


New effect:

Bugfixes Done, New Skills SOON!

Hello Guild Leaders!

This last week a whole lot of bugs were fixed - including inventory glitches, "ability uses" not being stored properly with trinkets, and others!


Even this weird bug where text bubbles were cut off was fixed!



So now that Netherguild is far more stable...

Next up, for a week to two weeks I plan on adding a handful of skills to the game for build variety, as well as the infrastructure for updating skill trees in existing saves when they get modified in updates, and some possible much needed re-balances. Might add some extra polishing and equipment too if time allows!

If you have ideas and suggestions for new skills you'd like to see on any of the current classes / backgrounds, feel free to share them as comments on this post or in the #brainstorming channel on the Discord! (:



Also, I'm never really away from bugfixing - But since Netherguild became a lot more stable, I am shifting my focus towards new content... for now. As always, if there's persistent bugs in the game that weren't fixed so far and you'd like to see fixed in the future, feel free to let me know in the bug reporting forum or via the Discord.

Thank you for reading and see you next update!
-David



Early Access Update 17/4/2023 - 0.201(E) - Elemental bugfixes

Change log 17/4/2023 | Version 0.201(E)

Setting additions:

  • Minimap zoom level is saved (will persist when going underground)


Mini fixes:

  • Fixed visual bug of selecting skills in the overworld not updating properly
  • Fixed can end turn during oddity interaction by leveling up
  • Fixed weird offset for hover text of character firing button
  • Fixed inventory becomes weird when firing currently inspected character in guild
  • Fixed speech bubbles sometimes looking weird with half a sentence being visible (image below)



Broken text. "Test test testing tester" is a magic spell with just the right amount of letters in a sentence to make the text box break:


Fixed version:

Early Access Update 15/4/2023 - 0.201(D) - Den of bugfixes

Change log 15/4/2023 | Version 0.201(D)

Bugfixes:

  • Fixed bug of glitchy inventory after bonfire


Text fixes:

  • Fixed lowecase 'p' in bandit stronghold bottom description (community find by Pyrowurm Pata)
  • Mentioned players can also use 1-9 keys to select attacks in tutorial


Mini fixes:

  • Fixed inventory auto-opening T-posing on load



Fixed bug screenshots: