-Fixed a major bug where viewable deck cards would be blank after loading from a saved game (caused by last patch) -Card 'history' is now viewable. When hovering over a card on the field, hold left-ctrl to show which card was there before stats were calculated.
Announcement: Development expectations and a rough Roadmap
Hello everyone! In this post I'd like to give you all a rough outline of what to expect for development in the next few months.
The main thing I plan to improve this month is the enemy variety in the game. I've received a lot of helpful feedback that the encounters feel fairly identical, and that sabotage cards typically aren't impactful enough to encourage counter-play. By the end of the month, I hope to release a patch which adds some different attack types to enemies, new sabotage cards, and 'instant' sabotage cards which should all help solidify a new identity for enemy encounters. I've also seen people saying the game is too easy, and this should help add some difficulty in a way that's more interesting than just 'increasing the numbers.' My focus right now is on the core (first 7) levels, so I don't intend to edit the endless mode much in this update, but I do know that the endless mode needs some work. Once the core game feels better, I'll be able to focus more on endless mode. I'm also considering adding a "hard" difficulty, but I'm unsure if that will be part the army update or not.
I have started working on the new faction, and I hope to introduce it within 3-4 months. This will include a new general, ~40 new cards, new faction resource options, and new treasures. I know some people are concerned about having too many cards in the card pool, so with the new faction, I will also be adding a Faction Favor system which gives you some control over which cards can appear in the shop. The aim of this system is to limit the card selection without making it so small that you can reliably do the same build every time and win.
I'm aware the faction resource system lackluser right now and could use some audio/visual updates, and I will likely work on that after the army update.
A little bit of personal info: I just began a full time graduate school program last week, and that is taking a lot of my attention. I'm sorry that I can't work on the game full time, but I will of course work on the game when I can, and I'm still optimistic that Rally can enter into full release within a year.
Lastly, thank you to everyone who has provided feedback, joined the discord, left reviews, or just played the game! I've received tons of helpful ideas, and the game is already in a much better state thanks to the help of all of you.
Stay posted for more updates, and get ready for new challenges in the next core update!
Minor Patch V.521
-The "inventor" card's ability now corresponds correctly with its text -Added an optional "faction border" in the settings to make it easier to identify which faction a card belongs to from its visual appearance -Tweaked treasure UI so it no longer overlaps instruction UI -Changed "darkness" card to also trigger off of other darkness cards, reduced gain from 5 defense to 4
Minor Content Patch V.520
This content patch focuses on treasures and includes: -6 new treasures >Cauldon >Silver tongue >Fumigation flask >Human insignia >Elf insignia >Dwarf insignia -A new treasure display system; treasures that target cards will now place a small symbol of the targeting treasure on that card -UI tweaks to the treasure selection room + explicit treasure limit for endless mode -Golden gear is now "uncommon" instead of "rare" -Added a sound when hovering over cards -Added a spacebar toggle to the shop lock screen option
Minor Patch V.517
Bug fixes: -Card timers in the viewable deck now update correctly when a card is removed -Fixed a bug with defense text not updating correctly -Fixed a bug with unlock cards repeating after gaining enough xp in endless mode
Balance: -Repeat legendary cards are less likely to appear in the card shop (technically started last patch but forgot to announce) -Greedy golem changed to give +1 to 1-2 random stats
Other: -Added a bried highlight to "arm" and "empower" faction abilities -UI tweaks (viewable deck, button sorting order)
Discord server launch!
Join the official discord server for Rally: Endless Conquest here: https://discord.gg/3dgnCuQFDk
Minor Patch V.516
-Looks like in the last patch I made the infinite army infinitely easy...sorry about that. Starting from infinite army lvl 10, damage will now correctly scale exponentially. -Fixed a bug where if your deck had more than 20 cards, cards with replace effects would not work properly and duplicate the latest card added to your deck. -Added a small UI indicator to the "arm" faction ability to show the potential damage benefit
Minor Patch V.515
-Made stat incrementing go faster (becomes instant once a value of 500 is reached) -Added a cap on particle effects to prevent lagging and crashing -Scaled the infinite army damage and health even higher; starting on the 10th infinite army, it will begin to scale exponentially.
Minor Patch V.514
-The deck is now viewable during treasure select -Screen resolution/fullscreen options are now saved -Fixed an issue with slime interaction -Adjusted text on Mjolnir card
Minor Balance Patch V.513
-Changed ghosts from None to Unit type -Buffed greedy golem to gain +1 to 2 random stats