Hi everyone,
A few updates this week ahead of next week’s new Quest update. Most changes this week are focused on increasing the variety of high-level builds. Biggest update is to switch Redraws to be based on equipped weapons rather than purely on level.
Hope you all enjoy the updates and let us know on Discord what you think of the changes!
Big Changes
• Redraw + Weapon Quality update
o The number of Redraws you have going into battle is now determined by the quality of weapons you have equipped.
o Redraws no longer gained through levelling up.
• Item Attuning
o Cards gained from Attuning are now added to your deck instead of replacing existing cards.
• Number of cards to choose from on level up is now 3 up until Soul Level 5 and 4 from then on.
Card Changes
• ‘Resilience’ – changed effect to ‘Defend [Defence] at the beginning of your turn and when played.’
• ‘Blow to the Head’ – Reduced damage to 4 (from 5).
• ‘Cunning Offense’ – Increased Resilience to 4 (from 3).
UI Updates
• Added a preview for ‘Charge’ and ‘Lunge’ cards so you can see where the character will end up.
• Updated Honing and Attuning screens to be a bit quicker.
• Updated button images across the game.
Significant Bugs
• Fixed ‘Internal Bleeding’ not working properly.
Content Updates
• Removed the last of the placeholder item images. (Some are still duplicates, but all in the ToF art style).
o Crafting materials still placeholder.
Trials of Fire Patch 0.185 now Live
Early Access Build v0.185 Patch Notes
Hi everyone,
Only a very small update this week, as most of us have been on holiday. Our illustrator, Max, has been busy on items and enemies however so there’s some exciting content updates.
Hope you enjoy the update – and as usual let us know your thoughts on our Discord server.
Big Changes
• No big changes for this week.
Content Updates
• New item icons.
• 1 new enemy type in game (fairies aren’t so friendly on Ashe).
Trials of Fire Patch 0.18 now Live
Early Access Build v0.18 Patch Notes
Hi everyone,
Only a very small update this week, as by Friday, I will have been on holiday for half a week already. (Time travel is odd!)
Hope you enjoy the update – and as usual let us know your thoughts on our Discord server.
Big Changes
• No big changes for this week.
Significant Bugs
• Fixed damage preview on cards such as ‘Surging Strike’.
• Fixed the Star Hammer ‘Exhaustion’ card not working properly.
• Fixed certain common resolutions sometimes not showing up in Windowed resolution options.
Content Updates
• Final phase 1 class card for the Alchemist class, bringing him up to the same as the other classes.
• New cards and items.
• 3 new Legendary Items to discover.
Trials of Fire Patch 0.17 new Live
Early Access Build v0.17 Patch Notes
Hi everyone,
This week’s update is mainly focused on balancing and updating some of the cards/classes in the game so I’ve spent much of the week tweaking and testing to try to get us in a state with some more viable late-game strategies.
This includes some new item and class abilities so look out for these and let us know what you think over on Discord!
Big Changes
• Updated the Redraws work (and updated tutorial)
o Redraws are still gained as you level up.
o You can now only use 1 redraw per turn.
o This will make the game a bit harder and limit the effectiveness of some Legendaries.
• A big overhaul of card effects to encourage more diverse late-game strategies.
o I’ve updated the damage curves across the board to make more expensive Melee + Ranged attacks more powerful.
o Updated the effects on some under/overperforming Powers
o See below for a list individual card changes.
• Updated items and swapped around Skill Cards so please double check what you’re equipping!!
Balance Changes
• See above – changes to Redraw mechanic will make late-game harder in general.
Card Changes
• ‘Arcing Shot’ – Increased damage to 2-6 (from 1-5).
• ‘Intensify’ – Changed effect to ‘Increase the duration of all named effects on all characters by 2.’
• ‘Charge’ – Increased damage by 1 (now does 2 + distance moved).
• ‘Feint’ - Can now be used against enemies with no defence for the card draw effect and combo effects.
• ‘Explosive Arrow’ – Increased AOE damage to 2-4 (from 1-3).
• ‘Fly’ – Reduced cost to 1 (from 2).
• ‘Pinning Shot’ – Increased damage to 3 (from 2).
• ‘Mighty Blow’ – Increased damage to 7 (from 6).
• ‘Headshot’ – Increased damage to 3 (from 2).
• ‘Multi Shot’ – Increased damage to 4 (from 3).
• ‘Wing Smash’ – Reduced cost to 0 (from 1) and now only effects adjacent enemies.
• ‘Reel In’ – Increased damage to 2.
• ‘Meditation’ – Increased cost to 5 (from 4) but added the following effect, ‘This card costs 1 less Willpower to play for every Power already active.’
• ‘Hit and Run’ – Increased damage to 3 (from 2).
• ‘Lunge’ – Increased damage to 3 (from 2).
• ‘Charged Weapon’ – Increased damage to 3 (from 2).
• ‘Reach’ – Reduced cost to 0 (from 1).
• ‘Cover Shot’ – Increased damage to 4 (from 3).
• ‘Summoner’ – Reduced cost to 1 (from 2), updated effect to, ‘Whenever you play a card, Activate one of your Summons at random.’
• ‘Running Shot’ – Increased damage to 2 (from 1).
• ‘Volley Fire’ – Increased Resilience to 6 (from 5).
• ‘Aggression’ – Updated effect to, ‘After you play a Move card, deal 2 Melee Damage to all adjacent Enemies. This does not trigger Combo Strikes.’
• ‘Mad Soul’ – Updated basic action to ‘Magic Attack 2’.
• ‘Inspiring Strike’ – Increased damage to 3 (from 2).
• ‘Attack!’ – Reduced cost to 3 (from 2).
• ‘Piercing Arrow’ – Increased damage to 3 (from 2).
• ‘Phosphor Arrow’ – Increased damage to 3 (from 2).
• ‘Life Siphon’ – Increased damage to 3 (from 2).
Significant Bugs
• Fixed a crash when ending your turn when you would kill an enemy with stacks of burn or acid.
• Sped up leaderboard access times.
• Fixed ‘Storm Conduit’ damage and status effects not getting bonuses from the character.
• Fixed Cataclysm score bonus ONLY applying to Adventure XP (should apply to all score bonuses).
• Fixed quest difficulty selection being drawn underneath the quests.
Content Updates
• New class cards for Warlord + Hunter
• 2 new challenge modifiers for Dailies
Trials of Fire Patch 0.16 now Live
Early Access Build v0.16 Patch Notes
Hi guys,
This week we’re introducing Daily Challenges to shake up the game a bit. Basically, every day will see a new, unique challenge. Please let us know what you think and send us your feedback on Discord as well as ideas for new modifiers – fun ways you’d like to play! – for future updates. We’ll incorporate these into upcoming challenges and eventually into custom quest runs.
We’ve also updated the save system so you can have a run for each different quest on the go at once.
Big Changes
• Added a new Daily Challenge mode
o Each day will bring a new unique challenge and Leaderboard.
o Challenges will consist of a fixed adventure, party and difficulty as well as 1 or 2 special modifiers to change the way you play and build your loadout.
o The map, and order of events will be fixed for everyone participating in the challenge.
o Added a Daily Leaderboard for the last 7 days so you can compare scores.
o Once you start a daily challenge, you’ll have up to 6 days to complete it and submit a valid Leaderboard score.
• You can now have multiple different adventures on the go at once.
UI
• You can now select to continue or abandon a run individually on the New Adventure page.
• Active Powers are now displayed on character tokens to more easily be able to tell which powers are active at a glance.
o Love to know what everyone thinks of this change.
• Added an option to disable the ability to recycle cards by dragging them to the Recycle Shrine.
Balance Changes
• Decreased the difficulty of the Act 3 boss a smidge.
Card Changes
• ‘Wild Swing’ – increased damage to 2-6.
Significant Bugs
• Fixed an issue causing you to sometimes be left with a ‘Fatigue’ card in hand after re-shuffling your deck
• Fixed ‘Regroup’ removing all named effects rather than 1 stack from each.
• Fixed ‘Acid Flask’ and ‘Frostbolt’ not showing target damage preview when hovering over a valid target.
Content Updates
• New human enemy types.
Trials of Fire Patch 0.15 now Live
Early Access Build v0.15 Patch Notes
Hi guys,
Lots of gameplay and balance changes this week in response to fan feedback and to address some of the less-chosen class cards as well as a couple of new features.
Also, a ton of back-end work on challenges and map-seeding for this month’s challenge mode update – we should see Daily Challenges in next week’s build.
Hope you enjoy the update, and of course, please let us know what you think by getting involved on our Discord server!
Big Changes
• Implemented ‘Item Select’ page when starting a new adventure. You can choose to equip your party with any of the common (green) weapons that you have encountered over previous play-throughs.
UI
• Added a ‘Recommended Level’ to main quest objectives to give you an idea of the level you should be aiming for to be able to challenge the boss. This is, of course, just a recommendation.
Balance Changes
• Increased available food a bit.
• Increased the bonus score received from completing each leg of the adventure quickly.
Card Changes
• ‘Attack!’ (Warlord) – Increased cost to 3 and changed effect to “All friendly Characters draw a Melee Attack card from their deck and then Activate.”
• ‘Line Up’ – Increased damage boost to +2.
• ‘Dead eye’ – Increased Resilience to 3.
• ‘Plotting’ – Reduced cost to 0, reduced Resilience to 3.
• ‘Intimidate’ – Changed effect to “Inflict Weakened 2 on all enemies within 2 spaces.”
• ‘Protect’ – Changed effect to “Swap places with any friendly character, then Defend 2 per adjacent enemy.”
Significant Bugs
• Fixed Rivals (Leaderboard) button sometimes not appearing properly.
• ‘Bolster’, ‘Blind Shot’ and ‘Ricochet Shot’ can no longer be activated on an invalid target.
Content Updates
• A handful of new cards, items & legendaries to look out for.
Trials of Fire Patch 0.14 now Live
Early Access Build v0.14 Patch Notes
Hi again everyone.
This week’s update focusses on a lot of back-end updates – getting things ready for upcoming features and content. The biggest change comes to handling Steam leaderboards more consistently. You will now be able to accurately view your own best stats, as well as those of your friends and rivals for each quest, by hovering over the ‘Rivals’ button on either the ‘New Adventure’ or ‘Statistics’ pages. This change also comes with a reset of the existing leaderboards to make sure we’ve got proper data going forward.
Please try to post as many best scores as possible to help us iron out the scoring system for the release of Daily Challenges etc. later this month – any data and feedback is extremely helpful to us!
As usual, please hop onto Discord and let us know what you think about any of the changes this week.
Big Changes
• Leaderboard Update
Leaderboards now accurately display the scores and stats of everyone on the leaderboard.
Clicking on a ‘Rivals’ button will bring up the full leaderboard for that quest.
• Added ‘Attune Item’ as a camp activity if you have 1 or more Soul Gems in your inventory.
UI
• Updated Leaderboard UI.
Balance Changes
• Updated ‘Weakened’ status effect to be: “Character deals -2 Damage on their next attack and cannot perform Combo Strikes while this effect is active.”
Weakened was performing a bit too well – particularly against boss characters able to make multiple attacks in 1 turn.
• Updated Human Shaman’s ability to: “Learning: Whenever a Hero plays a Power, the Shaman gains +1 WP at the start of their next turn.” so it only triggers off Powers played by the player.
• Updated Cataclysm difficulty progression to provide extra damage to enemies at every 3 levels.
Card Changes
• ‘Draw Strength’ – Increased Defence gained to 3x the number of summoned characters.
• ‘Protector’ - Changed effect to: “Whenever this character Defends itself, all other friendly characters within range 3 gain half of that Defence.”
• ‘Husk’ – Reduced Husk health by 1.
Significant Bugs
• Fixed ‘Metamorphosis’ not working on zero-cost cards.
• Fixed a bug causing too many ‘basic’ encounters and not enough ‘ruins’ encounters spawning on the map when starting a new run.
Content Updates
• A handful of new cards live to look out for.
Trials of Fire Patch 0.13 now Live
Early Access Build v0.13 Patch Notes
Hi guys,
Some cool new features this week to shake up the overworld play a little bit. We’ve also done an update on most of the Common items now to bring them into our world and art-style. (Still a few to do and then on to the more powerful items).
As usual, continued to balance and tweak existing cards and systems and added a couple of new enemy types to look out for!
Please let us know your thoughts on Discord!
Big Changes
• New Feature: Enemies can now be encountered on the overworld map.
o If you get too close, they will spot you and move towards you – usually resulting in a fight if you get caught.
o Enemies will find it harder to spot you and you’ll find it easier to lose them in forests and caverns
UI
• Watch out for this one! Swapped the order of the OK/Cancel pop-up buttons to be consistent with other apps.
• Pressing Esc now closes the options menu.
• Added a ‘No Card’ option to levelling up to skip selecting a new card if you don’t want one.
Balance Changes
• Tweaked food gain to make it less random over time – should also push you to complete the objective.
Card Changes
• ‘Agile’ – Reduced cost to 1 and changed the effect to: "The first time you play a Move card each turn, draw a card."
• ‘Smart Infection’ – Increased cost to 3.
• ‘Back to Back’ – Changed the effect to: "Defend on self and all adjacent friendly characters until they have 4 Defence."
• ‘Adrenaline’, ‘Focus’, ‘Cantrip’ + ‘Experiments’ – Increased Resilience to 4.
Significant Bugs
• Fixed an issue with certain hero’s cards remaining focused when not mousing over them.
• Fixed game progress % on Combat run game mode.
Content Updates
• New cards and enemy types to look out for.
Trials of Fire Patch 0.12 now Live
Early Access Build v0.12 Patch Notes
IMPORTANT BALANCE CHANGES – PLEASE READ
Hi guys,
This week’s updates sees a number of big balance changes to make difficulty of each run a bit more consistent.
The main change is to the way Healing Herbs work now so you have a much better idea of the resources available to you on each leg of your journey. Also added a new option for your unwanted Skill Cards (Defence) for a bit more flexibility in your strategy as well as an option for experienced (and players just in it for the tactics/strategy) to view the outcomes of story choices if that is how you want to play.
More new features incoming next week.
Please get on Discord and let us know your thoughts on all these changes!
Big Changes
• Any unspent cards that are still in the Recycle Shrine at the end of your turn are converted into Defence on a 1-1 basis. This was added to give you more options for your cards and give you a more reliable way to defend your Heroes.
• Major balance changes to Healing Herbs. These changes are to make the difficulty of a quest less random and dependent on the number of Healing Herbs discovered as well as driving you on to the story goal.
o Healing Herbs now heal more health (1/2 Maximum) and it only takes 1 herb to heal an injury.
o You now receive more healing herbs at the start of the quest and can get a re-stock at each quest objective.
o Healing herbs can be found in encounters but are very rare.
• Rebalanced the ability damage curves for higher cost cards to increase the viable usage of higher cost cards (see card changes below).
• Bed Down option has now been removed from camping. You will always gain health when resting in a sheltered location.
• Added an option, ‘Story Choice Spoilers’ to the options menu. This option will show the potential outcomes to most story choices. Only use this option if you’re not interested in the story – just a mechanical playthrough – or if you’ve seen everything and want to help your memory without referring to notes/a wiki!
UI
• Renamed ‘Combo Attack’ to ‘Combo Strike’ (since a Combo Strike is NOT an attack).
• Added ‘Story Choice Spoilers’ option to the Options Menu
Balance Changes
• See above
• You can now play a Power if you already have 4 active, but you will need to choose one of the existing Powers to discard. (Don’t forget you can undo if you decide you were better off before).
Card Changes
• ‘Ricochet Shot’ – Increased damage to 3-5 from 2-4.
• ‘Head Shot’ – Decreased damage to 2 and cost to 2.
• ‘Fireball’ – Decreased cost to 4.
• ‘Eldritch Grasp’ – Increased damage to 3.
• ‘Frost Bolt’ – Decreased damage to 1 and cost to 1.
• ‘Wide Sweep’ – Increased damage to 5.
• ‘Sun Fire’ – Removed range restriction.
• ‘Rally’ – Increased cost to 2 and Willpower gain to 4.
• ‘Perfect Aim’ – Reduced cost to 1.
Significant Bugs
• Fixed an issue not allowing you to use cards for a couple of seconds at the start of your turn sometimes, making the game feel unresponsive.
Content Updates
• A handful of new items and cards added for this update.
New Playable Character: Alchemist
New Playable Class
• The Alchemist has joined the fray.
• The Alchemist class specialises in medium to long-range damage, but many of his effects can be unpredictable.
• Has lots of Powers and abilities that can help mitigate random damage and draw, so embrace the RNG!