Weekly Patch 14: Bug Fixes and Translation call for help
Game version for this patch: 0.8.2
This week comes with mainly bug fixes. I spent a good portion of the week working on translations and dealing with some travel.
Translation call for help I am looking for people who speak Spanish, French, Russian or Chinese to help go through the translations I have. There are a lot of them and I would like to make sure they are correct and make sense. If you are interested in helping out with this please send me an email - Luigi@thatindiestudio.com
I have a google spreadsheet that has everything translated so far. Unfortunately I can not pay but I can put your name in the credits for the assistance.
Thanks!
Full patch notes
Updated
Updated Aegis text
Added heal text to Vial of Fire
Updated Sleep text
Bugs
Fixed text issue on Recycle card
Fixed issue with Odyssey 6 potion modal
Fixed an issue with Collar
Fixed an issue with Impervious buff over writing any other damage mitigation
Balance - Balanced a couple chapters of Odyssey
Weekly Patch 13: Odyssey 13-18, bug fixes and more
Game version for this patch: 0.8.1
This week I have released Odyssey 13-18! It comes with some real tough challenges!
Odyssey 13-18
13. Encroaching Darkness - Player can only see selectable hexes around them
14. Unlucky Soul - lower base drop %
15. Advanced Guard I - The Undead spread quicker
16. Pauper's Path - Towns are more expensive
17. Heroic Might III - Enemies get harder
18. Mythic Opponents - Normal enemies gain new powers
Full patch notes
New
Odyssey 13-18
Updates <*> Reworked Blue Ioun Stone to be more reliable
<*> Ares Golden Armor now has counter visible
<*> Updated Orc Ranger power
<*> Updated Shock text to say Moderate chance
Bug Fixes
Fixed an issue with Raid event loading
Fixed an issue with Three Card Monte
Fixed an issue with Lost cultist power triggering even if shocked
Fixed an issue in Odyssey where the wrong portrait was selected
Fixed an issue with Impregnable
Balance
Ring of Clarity now only takes -1 energy
Aegis now gives +2 to all start for a single round, when no damage is taken
Weekly Patch 12: Introducing Odyssey, balance changes and more
Game version for this patch: 0.8.0
This week has some really awesome stuff! It does have the usual bug fixes and what not, but also comes with a new mode and some good balance tweaks.
So lets talk about the big stuff first!
Introducing Odyssey
Odyssey is a game mode where it gets harder every time you beat it. The rules and mechanics build upon each other to create a more challenging experience every time you advance. Currently you can run through Odyssey with each class.
There will be 24 chapters to this, and with this initial release there are 12. I will be adding 6 more next update and 6 more after that.
I have placed a list below of the first 12
1. The Journey Begins - Beat the Game - Never show card math & Intent mode disabled
2. A Cursed Existence - Player starts with a curse (permanent)
3. Heroic Might I - Game gets harder
4. A Fleet Journey - Inns become one time use
5. Frailty - Players begin the game without powers
6. Dearth of Supplies - Limit Potion Bag Slots (10)
7. Worthy Adversaries - More Camps
8. Heroic Might II - Enemies get harder
9. Forged in Combat - Less Events 20%
10. Fleeing Villagers - Spawn less cities 20%
11. Enhanced Foes - Enemies gain a random buff at the start of fights
12. The Graveyard Shift - Lost gains 2 strength every turn instead of 1
As always let me know your thoughts on the mode
The next item is balance updates
I don't usually call out balance updates but I think these are pretty substantial.
The first is a tweak to the Thief class. Filch now costs 0 to play. The Thief now also starts with more gold.
The second tweak is the amount of gold it costs to gain stats have increased at later levels.
Updates <*> Reworked Iron Maiden trial slightly
<*> Trials, survival and Odyssey can now unlock content, not including classes
UI
Updated start screen UI for quicker access to modes
Ring of Punishment now has a counter
Bug Fixes
Fixed an issue with three card monte
Fixed an issue with Firey Purge and also added card destroyed to fight log
Fixed an issue with going into debt from buying items and cards in cities
Fixed an issue with potions still being able to be played if player can not attack or defend
Fixed an issue with Home Field Advantage being removed
Fixed a display issue with Murder of Crows event
Fixed an issue with Ring Of Punishment
Balance
Last Breath Poison is now a defense card
Filch now cost 0
Upped amount of starting gold for Thief
Tweak to the cost of stats in later cities
Weekly Patch 11: New trial, bug fixes, weekly dev talk and new mode announcement
Game version for this patch: 0.7.9.5
Hey everyone! Sorry for the late patch. Tim and I were at a convention showing The Last Hex all weekend. So I am a day late on this weeks patch.
Here are some shots from the convention for anyone interested
As for this weeks patch we have a number of fixes and a new trial.
New Trial
The trial this week is Iron Maiden - You start with a class that only uses deflect. It unlocks an awesome offhand item that gives 100 deflect every turn.
Announcements
Weekly dev chat
Last week I had sent out a message about a weekly dev talk forum I started. It is my hope that we can use it as a quick way to share ideas, comments, concerns about the game. Yes there is the actual forum, and please do use it. This is just an alternative method that has had some great discussions in so far, without having to have your own thread, and a great way to see what others have been saying without having to go through a bunch of other posts. So if you are interested do hop in, say hello, ask a question or whatever you feel like posting.
Since the week is light on updates I figure I will announce the next big update we are working on. It is called Odyssey. It consists of 24 "levels" each one progressively harder and builds upon the last. The plan is to release them in 6 level increments. I am aiming for the first release in 2 weeks.
Here is a closer look at the first 6 levels
1. The Journey Begins - Beat the Game - Never show card math & Intent is disabled
2. A Cursed Existence - Player starts with a random permanent curse
3. Heroic Might I - Game gets .2 harder
4. A Fleet Journey - Inns become one time use
5. Frailty - Players begin the game without powers
6. Dearth of Supplies - Limit Potion Bag Slots to 10
Patch notes
New
New trial - Iron Maiden
Updates
Continuing to update scroll area speeds as they are found
Balance
Sleep now cost 4 and has consume tag
Into the Shadows cost is lowered to 3 and is now consumed
Home Field Advantage is now destroyed if unequipped
Bug Fixes
Fixed Resilient Jerkin being classified as a head item
Added Frost keyword to Cryostasis
Slight rework of Transfusion glove/card code to act correctly if it is high damage
Added additional checks to behemoth rage to not go off if unable to attack
Fixed an issue with Elven Long Bow
I want to test something out with the community
Hey Everyone,
I want to test something out with you all to see how it works.
I have created a thread over on the forums for a weekly dev/community chat.
This week is a little light. It comes with a new trials, bug fixes and more though. I have been getting prepared for a convention we are heading to in NYC this week. More on that below if you want to come check out some great games as well as hang out with us.
Quick update on translations Some quick updates though before getting to the meat of the update. I am still working on the updates. It is taking a lot longer than anticipated to get this done. Especially with everything else going on with conventions and re creating the demo build. But I am still working on it when I can.
New Trial
This weeks trial is Legion of the Dead - Every tile you move to becomes a lost tile. This will not increase The Lost strength, but the undead advance as normal.
Upon completing this trial you will obtain the Light of Hope card!
Upcoming conventions
If anyone is in the New York or Boston area, we will be hitting up a number of conventions the coming weeks!
Big ones to note are
Play NYC - August 10-11 - This will be our second year there and it is truly an awesome con! If you are in the NYC area do think about dropping by. Tons of great games, and we have some awesome swag to hand out.
Renowned boon has been lowered to 25% discount from 50%
Essence Eater now takes 50 health instead of 15
UI
Updated Cleansing Cowl Text
Added consumed to Unstable concoction
Updated Shadow Scale description
Bug Fixes
Fixed an issue with Omnisight goggles having incorrect text
Fixed an issue with Ring of Shadow having issues playing cards with effects
Fixed an issue with Second Wind not removing bleed
Fixed Roll the Bones not being consumed
Fixed an issue with dragon power still going off even if attack is evaded/missed/shocked
Reworked logic on Grave Recall
Added additional checks to antitoxin to remove poison
Fixed an issue with Mummy causing bleed even if asleep
Fixed a bug with Intolerant curse not being removed
Weekly Patch 09: New trial, bug fixes and upcoming cons
Game version for this patch: 0.7.9.3
Weekly Patch 09
This week comes with a new trial and a bunch of bug fixes.
New Trial
This weeks trial is Who Needs Healing - You will start with 5500 health and can not heal at all! I have actually had a lot of fun playing this one personally, and is probably the most intense of the trials so far.
Upon completing this trial you will obtain the Transfusion Glove - You can no longer heal, but will obtain a card that will soak up any healing and give you a card that forces an enemy to suffer damage and heal you based off how much healing you have been denied.
Upcoming conventions
If anyone is in the New York or Boston area, we will be hitting up a number of conventions the coming weeks! The next 2 weeks will be me getting our demo back in working condition. So next few updates may be a little light on stuff. But do expect at least a new trial and bug fixes.
Big ones to note are
Play NYC - August 10-11 - This will be our second year there and it is truly an awesome con! If you are in the NYC area do think about dropping by. Tons of great games, and we have some awesome swag to hand out.
Upped percentage chance to gain rarer cards when fighting higher level monsters. Maybe if you are lucky, it will increase it further...
Event difficulty balanced so harder events come later
Lowered lost progression on Trials
Sleep now costs 3
Crucial Sacrifice now only works on non potion cards
UI
Added an indicator for hexes you have already visited
Added rarity indicator for potions and cards in shops
Added a place in inventory button to equipment dialogue
Bug Fixes
Fixed an issue with Helm of Darkness disappearing upon unequip
Fixed an issue with Witch Doctor's Aggressive Haunting not displaying in battle log
Added equation to Filch card
Fixed card spacing issue when using Second Wind
Fixed an issue with Giant power not working as intended
Fixed an issue with The Lost counter incrementing when going into character sheet from map
Fix to God items so that they are not destroyed on unequip
Fix the issue with cards that draw a card to hand placing it in the wrong area
Fixed an issue with Health upgrade in cities were not being discounted
Puny now has correct enemy strengthen
Trial progress can now be saved to the cloud
Weekly Patch 08: New trials, UI animation updates, bug fixes and more
Game version for this patch: 0.7.9.2
Weekly Patch 08
This week comes with some fun new updates that I am really excited about.
New Trials
The firs thing is that there have been 2 new trials added! All Random and King Quest. All Random unlocks an awesome new card, and King Quest unlocks the King class.
New UI Animations
Another update or set of updates that I really am excited about is that I was able to spend a lot of time adding in more UI updates, sounds and all around making the screens a little more interactive from an animation stand point.
There have also been some balancing and bug fixes which you can read about below, along with the rest of the patch notes.
Patch notes
New
Added new trial - All Random
Added new Trial - King Quest
Added an unlock screen for when a hero trial is defeated
Updates
Changed victory screen to unlock items even if you unlock all cards
Balance
Hero difficult enemies have been weakened a bit
Energy Potion is now a rare card
The Pact is now an attack card
UI
Tons of new UI animations
Added specific icons for Champion of Flame and Champion of Frost
Added difficulty and map size to trial information
Bug Fixes
Fixed an issue with behemoth trample still hitting player when stunned
Fixed Frigid blast issue with player being hit by enemy frost
Added more checks to fight to make sure that if you or the enemy are at 0 health, the fight will end
Fixed an issue where player defense would cover up effect hover information
Potential fix for Thing from below keeping multiple effects that some are experiencing
Fixed some display issues for the new classes on character select screen
Added extra functionality to sync achievement button in settings to sync from steam as well
Fixed an issue with being able to continue trials after city has been taken
Fixed an issue with being bale to leave Sanctuary event without selecting a card
Fixed an issue with saving Trial Progress
Fixed an issue with Quick strikes not setting off effects multiple times
Fixed an issue with showing victory time
Fixed an issue with Traveler's cloak not negating volatile mixture and conflagration
Fixed an issue with discount price not showing up on main list of shops
Weekly Patch 07: Introducing trials, a new city UI and bug fixes
Game version for this patch: 0.7.9
Weekly Patch 7
This week comes with a bunch of really exciting things.
Trials
We have added our first 2 trials to test the waters on the concept and difficulty. Trials will give you a specific scenario to deal with, a scenario could include using a new class, new map rules or even new mechanics.The current 2 trials give you a powerful class that you will need to beat the game with. Beating these trials on Hero mode will unlock those classes for you to use (they are slightly modified though)
Please let us know your thoughts about this. We will also be adding more trials as we progress, I am hoping for at least 2 a week, but we will see how it goes.
City UI update
We have gotten quite a bit of feedback about the city UI and how many people would love to see all the items available to them in one view. I have redesigned the shops so that you can view a list of everything that is available in them as well as see important information about them such as card stats or equipment slot.
Let us know your thoughts on the redesign.
The rest of the updates include a number of bug fixes, some text updates and some additional enemy information on the fight start screen.
Patch notes New
Added a tutorial button on the start screen to revisit the tutorial
Starting to add more card animations to card play
Introduction of trials
Added enemy power to start fight screen
Updates
Spelling updates
Expanded battle log logs to show effects added
Added text stating that when you unequip an item with a counter, the counter resets
Updated Cyclops power to mention that it can not be put to sleep
Updated text in equipment override popup
Corrected Weighted Net calculation display
Updated City UI
Updated Plague Bite description
Bug Fixes
Fixed an issue with Necklace of Life taking 5 kills instead of 4 kills to take effect
Fixed an issue with playing Enchant Weapon with Guiding Light and not disabling Specter Knight Power
Nature Bounty now has the heal tag and will be affected by Paladin's power
Fixed an issue with continuing a Survival game breaking the run
Fix for Specter Knight breaking card play
Fixed an issue with Cyclone slash not triggering other effects multiple times
Fixed issue with Hydro Missile not setting off certain effects
Fixed some errors on backend during the tutorial
Fixed an issue with tutorial button bringing players to a black screen
Fixed an issue with viewing Compendium from the start screen
Fixed an issue with losing energy/draw when unequipping items before a fight
Fixed an issue with not obtaining item unlocks after defeating The Lost
Consume pile now shows what card Spider Lord consumes at the start of turn
Cleaned up some code for Ring of Punishment to work more reliably
Fixed an issue with scrolling beyond map boundary
Fixed an issue with On The House not have an effect description
Fixed an issue with Parasite's power still going off even if asleep
Fixed an issue with Stange Aeons achievement - Please go to settings and hit the sync achievement button.
Fixed an issue with Don't Fear the Reaper achievement - You will have to regain it, for it to apply
Fixed issue with Puny curse giving player strengthen
Weekly patch 06: Balance tweaks, translation update, new setting (map movement) and more
Patch game version: 0.7.8.27
Weekly Patch 6
This week has been mainly 2 things. A balance update and translations.
For the balances, we worked on making Initiate easier and Hero harder. As well as changed the Golems up a little bit and making potions more affordable and easier to find. Read all the balance updates at the end of this post.
Translations are about 75% done. The initial plan is to translate into Spanish, French, Russian and Chinese. So hopefully a couple more weeks on this. And then we will place it up on a beta branch for people to test.
Last thing I want to point out specifically is a new setting in settings. You can now turn off the map scrolling when you first start a new game. So for anyone who wants to jump right in or has vertigo, can now turn that on and not have to watch the map scroll.
Patch notes Updates
Players can now turn on and off intent while in combat (Except Hero Mode)
Slight update to Orc Chieftan power to go off at the end of player turn
Updated pummels damage calculation
Reinforcing shrooms now removes 2 in all stats when unequipping.
UI
Added some text to clarify where to equip items
Bug Fixes
Fixed an issue with Cutting off the head achievement not unlocking.
Fixed an issue with double or nothing playing cards more than once
Fixed an issue where The Lost was destroying multiple copies of cards while Cull The Living is active
Fixed an issue where equipment could not be swapped
Fixed an issue with Staff of the Firelord not giving correct starting burn
Fixed an issue with certain cards not playing twice with Colar
Fixed an issue with being able to spam start of the fight to gain multiple equipment buffs
Balance
Update how often The Lost destroys lands in each difficulty
The Lost does not destroy land in Initiate
The Lost has a 25% chance of destroying land on Adventurer
the Lost has a 50% chance of destroying land on Hero
Bosses have been rebalanced and are tougher
Enemies now "level" with the player on Hero difficulty
Potions are cheaper
More potions appear in shops
Increased gold gain across each difficulty
Crystal Golem and Stone Golem only remove 1 status effect now