It's been just over 12 months since we launched the Early Access for Trials of Fire and we've done an update every week since then (well except xmas) to add new content and to refine the game based on your comments and feedback.
After a lot of thought we now want to take some time to make some bigger changes to get the game into a great state for launching our 1.0 version later this year.
Big things we will primarily be focusing on:
Verbosity and the amount of reading required. (don't worry, the lore will still be there if you want to find it!)
Build diversity and replayability.
Overworld gameplay - making every decision more impactful to your run.
We think it will take about 4-8 weeks for us to get this work done and then we'll release a new version for you guys to play and tell us what you think of the changes.
In the meantime, we will post regular concept updates and let you know how things are going in the Upcoming channel on Discord.
We hope that is ok with you all - thanks for your understanding. We'll still be around on Steam and Discord every day so feel free to hit us up with any questions you have.
Thanks! Adam and Dax
Trials of Fire Weekly Update #51 now Live
Trials of Fire Weekly Update (v0.54) Release Notes
Good afternoon all,
Bring out the big guns! This update primarily goes to address the success rate of high-cost cards vs cheaper (1 or 2 cost) cards. We’re seeing a higher success rate in decks with cheaper cards, particularly at higher difficulties.
To balance this out I’ve readjusted the damage increase curve that comes with more expensive cards and made a big change to the way Melee summons work.
As always, let us know what you think on Discord. On with the changes….
Summon Changes
All summons with a Melee Attack can now move and attack as one action (like a ‘Charge’ card).
Simplified the UI for summon cards.
Card Changes
‘Power Shot’ – Increased damage to 3 (from 2).
‘Long Shot’ – Now deals damage equal to the distance to target 1 for a bit more usage at medium ranges.
‘Head Shot’ – Increased damage to 4 (from 3).
‘Fireball’ – Increased initial damage to 4 (from 3).
‘Stone Projectile’ – Increased damage to 5 (from 4).
‘Eldritch Grasp’ – Increased damage to 4 (from 2).
‘Clash’ – Increased damage to 4 (from 3) and cost to 2 (from 1).
‘Grapple’ – Increased damage to 5 (from 4).
‘Sand Golem’ – Decreased health to 9 (from 10).
‘Mad Soul’ – Increased attack damage to 3 (from 2).
‘Detonate’ – Increased damage to 6 (from 5).
‘Blow to the Head’ – Increased damage to 5 (from 4).
‘Heart Seeker’ – Increased initial damage to 7 (from 6).
‘Aimed Shot’ – Increased damage to 7 (from 6).
‘Shrapnel Blast’ – Updated effect to, ‘"Magic Attack that deals Unblockable Damage equal to half the target's Defence to all characters withing 1 space of the target.’ And decreased cost to 1 (from 2).
‘Signal Shot’ (Hunter) – Increased damage to 3 (from 2).
‘Overwatch’ (Hunter) – Increased damage to 4 (from 3).
‘Opening Strike’ (Warlord) – Increased damage to 4 (from 2) and cost to 2 (from 1) to give it a different niche to ‘Inspiring Strike’.
Balance Changes
‘Necromancer’ – Reduced his HP to compensate for the increased effectiveness of summons.
Trials of Fire Weekly Update #50 now Live
Trials of Fire Weekly Update (v0.53) Release Notes
Good afternoon all,
This week’s update sees an important change to a rarely seen Named Effect, Protected. This effect can now also be used to cancel other negative effects so can either be used to cleanse bad effects or provide future protection – in addition to its previous effect.
Part and parcel of this is some more buffs to some other rarely picked (<10%) class cards to try to even out the spread a bit.
As always, check out the changes and let us know what you think on Discord!
Named Effect Changes
‘Protected’ – Effect is now ‘Melee, Ranged and Magic Resistance 1. Each stack of Protected cancels one negative named effect.’
Card Changes
‘Team Spirit’ (Warlord) – Increased movement bonus to 2 instead of 1.
‘Regroup!’ (Warlord) – Changed effect to ‘Grant Protected 2 on friendly characters.’ (See above!)
‘Caution’ (Warlord) – Increased Defence to 4 (from 2).
‘Rising Ire’ (Warlord) – Decreased cost to 2 (from 3).
‘Resourceful’ (Alchemist) – Reduced cost to 1 (from 2).
‘Inferno’ (Elementalist) – Increased damage to 4 per stack of Burning.
‘Sun Fire’ – Increased base damage to 10 (from 8).
Chinese Labour Day Holiday Discount
Hi Everyone.
To celebrate the release of the fully localised Chinese build 0.5, we are offering a 25% discount to everyone throughout the Labour Day holiday.
Please drop by our friendly Discord server with any feedback.
Enjoy!
Trials of Fire Weekly Update #49 now Live
Trials of Fire Weekly Update (v0.52) Release Notes
Good afternoon all,
This week’s update continues to update the Overworld gameplay to try to make your event choices and where to explore even more meaningful. Please read carefully.
As always, check out the changes and let us know what you think on Discord!
Fatigue Changes
We’ve halved the rate that you lose Fatigue by moving around the map and added a Fatigue cost to exploring ruins and points of interest.
This is to allow you a bit more leeway to explore before committing to your next destination.
Entering towns, settlements or quest objectives does not cost Fatigue.
Food and Healing Changes
We’ve upped the amount of Health recovered when resting by 1 and you can also heal your Heroes directly by dragging food from the food supply indicator onto their portrait on the left-hand side.
Healing herbs are now only used to remove injuries.
Both Healing Herbs and Food can now be sold in shops if you have a surplus.
Armour Updates
Due to the increased healing options available, we’ve reduced the Armour value of most chest pieces across the game so take care out there!
Card Changes
‘Stone Projectile’ – Now grants Defence to the caster as well as the target.
Balance Changes
‘Hybrid Berserker’ – Changed his passive ability to only affect his first attack on the enemy turn, not every attack.
Trials of Fire Weekly Update #48 now Live
Trials of Fire Weekly Update (v0.51) Release Notes
Good afternoon all,
This week’s update includes some UI changes to make planning out your journey on the world map a bit more meaningful.
Also added a handful of new Legendary items and some buffs to enemies that are performing below par.
As always, check out the changes and let us know what you think on Discord!
Adventure Changes
Hovering the mouse over a random encounter will now give you info about what you are likely to find at the location – this is fixed per location type.
Lots of adjustments to rewards and event logic to properly match what is displayed.
Card Changes
Check these out in game!!
New card update UI to keep everyone apprised of changes in game.
Legendaries
5 new Legendary items to uncover.
Balance Changes
Small health bump for the worst performing enemy types in game: Ozalid, Ratling Archer, Human Bounty Hunter and Harpy.
Reduced the challenge rating of the Shadow enemy (so you will see more of them in combat).
Increased the Health of the Fury Liche.
Trials of Fire Weekly Update #47 Now Live
Trials of Fire Weekly Update (v0.50) Release Notes
Good afternoon all,
This week’s update features a new set of class cards across all 7 existing Heroes to discover as well as some balance changes to some lesser used class cards and item abilities.
This week we’ve also been focusing on putting together a fully localised version of the game (Simplified Chinese).
As always, let us know what you think on Discord!
Card Changes
‘Defensive Movement’ (Warrior) – Decreased cost to 0 (from 2) and Resilience to 3 (from 4).
‘Inferno’ (Elementalist) – Changed effect to, ‘Every character takes 3 Magic Damage per stack of Burning.’
‘Static Discharge’ (Elementalist) – Increased range of initial target to 2 (from 1).
‘Overload’ (Elementalist) – Increased cost to 2 (from 1) and increased stacking damage bonus to 2 (from 1).
‘Regroup!’ (Warlord) – Changed effect to, ‘Remove a stack from each named effect on friendly characters. Draw 1 card if any stacks removed.’
‘Cunning Offense’ – Reduced cost to 1 (from 2).
‘Shared Strength’ – Changed effect to, ‘Each Hero that has played 2] or more cards this turn draws 2 cards.’
‘Wing Smash’ – Increased cost to 1 (from 0) and changed effect to, ‘Melee Damage 1 and Push 4 on all adjacent enemies. Any targets that take damage discard 1 card.’
‘Skulk’ – Increased movement to 4 (from 3).
‘Dark Rite’ – Changed effect to, ‘Melee Attack 2. If this attack deals damage, choose 1 from up to 3 Damage cards from your deck, draw it and half its Willpower cost.’
‘Channelling’ – Reduced cost to 2 (from 3) and Willpower gained to 6 (from 7).
Trials of Fire Starvation and Despair Update now Live
Trials of Fire Weekly Update (v0.49) Release Notes
Good afternoon all,
This week’s update features a major overhaul to how food works in game. No more starvation.
Food was never meant to be a particularly difficult part of the game, more a McGuffin to drive players both to explore (to find food) and to push the player towards their objective (before food runs out). While I think the system worked quite well, some parts of it were quite obfuscated, leaving players frustrated and overly punished by the mechanic.
The new system of Fatigue and Morale serves the same 2 purposes, but will hopefully be much more clear to players and rewarding to those taking advantage.
Please let us know what you think of these changes and anything else about the game on Discord!
Big Changes
Fatigue and Food
Food is no longer consumed by travelling around the map, only when camping, so no Starvation.
No hidden scarcity of food, you will continue to be able to find food at the same rate throughout the adventure.
Slightly increased Fatigue rate and reduced the penalties for ‘Drained’ and ‘Exhausted’ Fatigue levels.
Morale
Morale is something new to be aware of.
Morale will increase as the player approaches the goal of their quest but deteriorate if you take too long to reach the destination.
High Morale will grant bonuses to Armour and Redraws in combat and increased healing rate and chance to find Epic items out of combat.
Low morale will give penalties to Armour and Redraws and eventually lead to the party abandoning their quest altogether.
This still serves as a soft-time limit on each leg of the journey, but it is no longer invisible to the player.
Trials of Fire Weekly Update #45 now Live
Trials of Fire Weekly Update (v0.48) Release Notes
Good afternoon all,
This week’s update mainly consists of some pretty big changes to crafting and global progression so please read carefully.
NOTE: Most of the progression changes can be ignored if you prefer by heading into the options menu to customise your experience.
Please let us know what you think on Discord!
Big Changes
Crafting Changes – These changes have been implemented to further increase the variation on strategies for various party and follower combinations.
You are now only able to craft an item if you have a party member of follower who has the skill to craft it.
Each Hero now comes with 2 crafting skills.
Added some extra crafting Followers.
Crafting items can now be sold at shops if you don’t have a use for them.
Crafting will not be available during your 1st playthrough.
Unlockable cards features
To help ease new players in a bit and to give players who want it more of a progression, certain class cards and party features are now unlocked by increasing your Soul Level again.
You can also bypass all this if you want by checking the ‘Unlock Soul Features’ in the options menu if you prefer to have everything thrown at you at once! It’s your game so play it how you want.
Card Changes
‘Wild Swing’ (Warrior) – Increased damage to 3-6 (from 2-6).
‘Rush’ (Warrior) – Changed effect to, ‘Draw 1 movement card from your deck or discard pile. For this turn, gain 2 Movement and all Movement cards are free to play.’
A tricky one this, this card was intended to empower powerful movement cards like ‘Charge’, ‘Head Rush’, ‘Aggression’ etc, but it has ended up being a bit too effective as part of an infinite draw engine with ‘Quick Step’.
‘Hamstring’ (Warrior) – Changed effect to,’ "Move 2 to Target, Melee Attack 3 and inflict Immobilised.’
Updated this card to add a bit of mobility to this card so add some more options for its cost.
Significant Bugs
Fixed some issues with displaying card values with a very high bonus and an associated crash when attacking the Lurker.
Trials of Fire Portrait Update #44 now Live
Trials of Fire Weekly Update (v0.47) Release Notes
Good afternoon all,
Again, I hope everyone reading this is keeping safe and not feeling too isolated from the world. Not a massive update this week because there has been a lot going on. Some pretty exciting stuff is on the way, but not quite ready for primetime.
So as a little taster of what is to come, this week we’ve added the ability to add your own custom portraits for your heroes in the game. Check out our Discord server for instructions and examples.
Please let us know what you think on Discord!
Big Changes
Custom Hero Portraits
You can now add custom images for your hero portraits to use in the game.
For instructions and examples, check out the Custom Portraits section of our Discord server.