Hey folks! I’ve got some super exciting news to share today (maybe the worst kept secret)! Some of you may have seen me hinting at this on Reddit or in the Discord, but I can finally officially announce the good news! With good news however, there is often some less than great news to follow. Same case here, but I wanted to at least make my intentions and plans public so you all know what the Roadmap is going to look like moving forward.
But first -- kitty update!
We haven’t seen any photos of Kiri or Yuki for a while now -- so here's a kitty update! Both are doing good and getting bigger. Might have to squeeze these into Vault at some stage. Maybe a kitty deckback!
Good News
So the good news -- as you can tell by the title, Vault of the Void is officially coming to Mobile and Switch! I know a lot of people have been asking for this for a long time, so I’m finally excited to be able to confirm it!
I’ve had goals to port Vault since the beginning -- however logistically it's never really lined up. There's been many offers from companies over the years to handle all this for me, but I really wanted to be the one to do it, and to make sure I did it right. After some discussions earlier this year, I finally decided to take the plunge. I applied to Nintendo to ask if I could bring Vault to Switch at the sametime, and have since been all approved!
So -- what's the Bad News?
Bad News
The bad news is -- when I started making Vault back in 2018 or so, I had no idea how to program. I barely was able to get it onto the PC -- let alone a mobile device. I had no idea the game would be as popular as it is -- so things like porting etc were a completely disregarded.
Fast forward to now -- Gamemaker has moved a long way, as has a lot of the plugins I use (especially the text rendering engine!). I was unable to upgrade a lot of this because Vault was coded the way it was.
The bottom line is -- for Vault to move to be multi-platform, it means almost a full rewrite of the core code base. This is one of the reasons that held me back from doing it for so long.
However, I've already started on this process! I've been working hard over the past 6 weeks or so (between my fulltime job) to get the core of things in place, and its actually going really well! What does make things problematic though -- is the fact that whilst I'm doing this upgrade, updates to the old version of the game make the process a little trickier.
Obviously -- the Daughter of the Void was due for her balance and content update. This is still happening, but I'm just trying to see where this sits in the pipeline. I can either leave the current porting and version upgrade for now, jump back to the old code base and get that update done. The other option is to get this full upgrade done, and bundle the Daughter patch in as the first update.
This is where I wanted to come to you all -- the playerbase -- to be transparent about my plans here. As usual, I'm still learning on the fly, and before I commit to either plan, I'd like to take the rest of May if possible please, to just see if I can get a firmer idea on how long this upgrade is going to take. I'm deep in the trenches, and feeling like with a lot of the core parts done now, I should get a firmer grasp of time soon.
Ideally, if I priortise the upgrade first, the new version (which I'm calling 2.0 interally) will launch on PC first, brining the PC client up to this latest version. So lets talk about the benefits:
Huge optimsation tweaks. The game runs, and is coded, so much better. Much higher FPS and better support for low end machines.
Full UI scaling options and better Ultra Wide support. There is now a slider that correctly scales the UI to the users liking, alongside also the Large Font option.
Fully updated Save system to fix all those annoying save game issues that show up from time to time. Everything has move to .json and been standised. With the new system you'll be able to pass save files between players for speedrun events as well.
Greatly improved workflow when it comes to adding new Classes and Cosmetics. Expect much more in both these areas.
Link Code setup, meaning you are able to sync your progress (I+ Levels, cosmetics, Mastery, Challenge Coins etc) between Mobile, PC, Switch etc. 100% crossplay is being investgated as well!
Cross system Leaderboards for Daily Draft.
Full re-write of the seeding and level generation to make things more accessible for the speed runners and competition gamers.
Also -- with the re-write, I'll be able to tend to the 2-3 issues keeping Vault from a "Certified" rating on Steam Deck!
So in terms of a rough timeline, the rollout will look something like :
PC version gets update to 2.0 client. Bug testing and mass user testing happens here on Beta, then synced to Live (with the Daughter update).
At this stage, Android Beta testing will have started, and be ongoing. iOS potentially as well.
Android Launch
iOS Launch
Switch Launch
The reason I need to stage things out like this, is purely because I'm only one person. I can't stay across all fronts in a way that I'd be happy with if I launched all at the same time. The decision to push Android first is based purely off how simplier the deployment is. I'm unsure about the time gap between each, although I can't imagine the time betwen Android and iOS to be more than a few weeks. If Android launches well, I'll push the go-live on iOS sooner.
As you may be able to tell, I'm very excited! Althought I do ask if you could please give me just a bit more time to plug away here, before I decide on where the Daughter patch will land. Its 100% coming, just trying to decide which is best.
Tacticon 2023
As you may have noticed, Vault of the Void has been included in Tacticon 2023! Its a huge honor to be included with so many amazing games. To celebrate, Vault is also on Sale right now for 25% off!
Thank you everyone for being part of this journey so far! There is much more to come, and I'm really excited about the future!
If I end up focusing on the upgrade first, I'll try to push out fortnightly Dev Posts to Steam, showing progress and keeping you all in the loop on how things are going!
All for now! - Josh
Update #63 -- Enlightened Content & Balance Patch
Hello everyone! Today I’m excited to bring you the Enlightened Content and Balance Patch! This is the 3rd of these patches, with this one focusing on the Enlightened. After this, I'll be getting started on the final of these patches, aimed at the Daughter of the Void! A few things before I dive into the details...
Companion Website
For those of you who have been in the Discord, you would have seen the amazing new Discord bot (which is now updated regularly to match the game data!). This was all done and setup by Girlphobia, and I can’t thank them enough for all the amazing work.
However, the fun doesn’t stop there. They’ve been super busy putting together a companion website, for those times when you can’t have the game open in front of you! Today, I’m super excited to share it:
Please feel free to poke around the website and forward through any issues or suggestions you may have!
Big News -- Coming Soon
I got some fantastic news this week which is super exciting! I’ve hinted at this in the past, and finally have confirmation of things this week. I’ll be making a separate post and announcement on this very soon -- so stay tuned (don’t switch off!).
New Challenge Coins!
Also included in today's patch is 4 NEW Challenge Coins! With the Challenge Coin pool now starting to grow, I do have some plans to clean up that UI to make it easier to search and sort. More on that soon!
Enlightened Content
Okay -- let's dive into the Enlightened patch and see what we have! As always, I’ve got a full list of updates below. This may look a little leaner than past, but that's due to there not actually being too many outliers in the statistics. We linked up with a few veteran Monk players as well to talk about holes in the kit, and issues they’d like to see addressed.
In total, we’ve got 8 new Enlightened Artifacts and also 8 new Cards! You’ll see some focus here on breaking Chains and also some Affliction targeting -- hopefully this will help smooth out Monks play a little!
Overall, throughout the testing the last few weeks, response has been positive! As always though -- very happy to hear feedback and will make adjustments where needed!
And thats it for now! Thank you everyone for continuing to make Vault of the Void what it is today! We’re on the road to 2000 reviews and I couldn’t be more proud and excited! Lots of very fun stuff coming this year -- can’t wait to share more!
Huge thank you as always to the internal content team, including all the testers and bug finders -- and of course the amazing translation team for all their hard work!
All for now, - Josh
Neutral/Non-Enlightened
- New Tempest Elite Artifact: Meteorite. - New Neutral Uncommon Artifact: Obscure Trench Bug - Meteor: Upgrade only goes down to 2 cost now. - Kneecaps: +1 Weak pre and post upgrade - Riposte: Deals +1 damage pre and post upgrade - Sneak Attack: Added "Purge: Rage 25%." - Surprise Attack: Reworked to "If the target is Attacking, apply Weak 1. (Remove Otherwise) Otherwise, apply Vulnerable 1 and deal 9 damage. Deal 14 damage." - Do Over: Reworked to 3 cost: Deal 8(11) damage. Block 8(11). Recur 1 random Attack & 1 random Ability card. - Ice Wall: Reduced the upgraded purge block from 10 to 8. - Torch of Triumph: Added "and Overcharge 1" - Sugar Rush: Changed from starting at full energy to just starting with +2 so it can't go quite as out of control in certain combos. - Helm of Focus: Added "The first time each battle you suffer Confusion or Haunted, gain 1 Energy." - Open Up: Added Rigged when upgraded.
Challenge Coins
- I Meant To Drop That: The Hidden - Steamiest Building: The Hidden - Chained No More: The Enligthened - Bittersweet Visions: The Enlightened.
Artifacts
- New Uncommon Enlightened Artifact: Spork: Each time you break an Attack Chain, Draw and Discard 1. Each time you break an Ability Chain, Rage 25% and Delay Rage 25%. Each time you break a Buff Chain, Overcharge 1. - New Rare Enlightened Artifact: Sake: Each time you play a card while not in Zen, Draw & Discard 1. - New Rare Enlightened Artifact: Scroll of Heaven-and-Earth: Each time you reshuffle your deck, apply Slow 1 to all enemies, and Foresight both the top- and bottom-most cards that aren't Foreseen or Afflictions. - New Elite Enlightened Artifact: Rear View Mirror: The first time each turn you Vision, Draw 1. - New Elite Enlightened Artifact: Octopus Sausage: When you break a Chain of 2, enter Zen. - New Elite Enlightened Artifact: Harmonious Triangle: The first time each turn you gain Echo Wall, add a Chant to hand. - New Elite Enlightened Artifact: Bing of Tea: If you end your turn with 4 or more Zen card plays, Delay Draw 1. - New Elite Enlightened Artifact: Xishi Teapot (Art Note: Have it slightly cracked to represent the chain breaking): Each time you break a Chain, Delay Draw 1, up to twice per turn.
Card Changes
- Mindfulness Starter Now contains 2x Persist and 1x Fast Forward instead of Stillness and Discipline - Stillness: Deals +3 Shii pre and post upgrade - Discipline: +1 Immediate Block pre and post upgrade - Back in Time: Deals +2 Shii pre and post upgrade - Ankle Break: Deals +2 damage and +3 Shii, pre and post upgrade - Undermine: Deals +1 future strike pre and post upgrade - Body and Mind: Changed the Shii from 4(6) to 7(10). It's hard being an Enlightened X cost! - Reach Through Time: -1 cost pre and post upgrade - King of Echoes Void Stone: Changed to King of Prophets which simply says "Foresight 1." - King of Tranquility: Changed to "Add a Chant to hand. Expel a random Affliction in hand to add another."
New Cards
- Decline: Enlightened Common Attack, 1 cost: Deal 5(6) Future Strike 1 time(s). Zen: Sift 1(2). Chain 1 if you have an Affliction in hand. - Asceticism: Enlightened Common Ability, 0 cost: Discard all non-Attack cards in hand. For each, Chain 1(, Rage 25%) and Block 2. - Pyre: Enlightened Uncommon Buff, 2(1) cost: The first time each turn you draw an Affliction, Discard 1 and gain 2 Energy. Expel. - Branching Paths: Enlightened Common Ability, 1 cost: Sift 2(3). Foresight a card in Discard. - Set in Stone: Enlightened Uncommon Ability, 1(2) cost: Foresight 1(2). Add a Yellow Void Stone to selected cards. Purge: Sift 1. - Pivot: Enlightened Common Ability, 1 cost: Block 5. Delay Block 3. Follow-Up: Apply Vulnerable 1(3). - Tranquilize: Enlightened Uncommon Ability, 1 cost: Apply a 2 turn Debuff that makes the target suffer Shii equal to your excess Block. (Don't) Expel. - Convergence: Enlightened Uncommon Heavy Attack, 3 cost: Apply 5(7) Shii 3 times. Choose a Foreseen card to put from deck to hand. If there are none, Foresight 1(2).
Update #62 -- Tempest Content Patch + Russian Language Beta
It's finally here! I’m sorry for the delay in getting this out, I was hoping to have it ready by last weekend! Although there's so much to get into here, having the extra time to pass through Beta was a good thing. It does also mean that it coincides with...
Steam Sale!
That's right -- it's been some time since Vault of the Void has been on sale, and right now it's currently at 25% off! That's the deepest discount in Vault history -- a great time to jump in now if you’ve been holding off!
A HUGE thank you as always for everyone who has taken the time over the last month to leave a review -- means a lot! Someone also mentioned the idea of a 2,000 Review milestone in game, like the good old days! For those of you who are new, back early in development I would release a fun cosmetic reward at different Review milestones, as a way to say thank you for all the support (like the cardback featured below)!
I’d love to do something for 2,000, it could be another card back, although I do have some ideas for a fun Alternative Artwork pack as well! I’ll get to work here and release more details as we approach this amazing milestone!
Russian Language Beta
This has been in the works for a while now, and I’m finally able to announce the long awaited addition of Russian locale to Vault of the Void! A massive shout out to the volunteer team behind this, driven mostly by Lex! Just as an aside, this is still technically a “Beta” for this language support, so anything you notice please leave a comment either here or on the Locale thread in the Forums!
Discord Bot and Compendium Website
Another amazing community contribution I’d love to highlight here, is the work done by Girlphobia in the Discord. They’ve recently assisted and taken over the reins when it comes to data exports, for use on the Discord bot and also a brand new Compendium website which will be launching soon! Among a slew of other things (like helping fix a lot of website issues!), the upgrade to the Discord bot alone is amazing. No longer is the Discord Bot known as an out-of-date-meme, it now has search functionality, images for all artifacts and cards as well as up to date information. Another HUGE thank you Girlphobia for your amazing work!
Challenge Coins
I know there were a few people a little disappointed that no new Challenge Coins made it into the last patch. I’ve done my best to make up for things here -- 4 NEW Challenge Coins are ready to go! A few of these actually dabble in something not tried before with coins; forced cards! These forced cards are added on top of your deck limit, and can’t be removed at all. They can however be upgraded and stoned as usual. Would love to hear feedback on these as you get a chance to enjoy them!
Again, as always, a big thanks to the community for suggestions for these Challenge Coins, and to Dabor for putting the details together.
Also, here is a fun little screenshot of Zero handling the first iteration of the Null the Void coin. Whilst doable, we did decide to scale the HP back a little... (yes, that is 139,725 max HP)
Into the Storm
Okay -- time for what you’ve all been waiting for!
For those of you who have been watching Breakshift's streams, you may have already had a sneaky preview into what's to come for Tempest. A full pass over all her cards and artifacts, 15 new Artifacts and 9 new cards!
In terms of balance, Tempest win rates were tied with the Hidden for the best in the game right now. With a lot of the changes made, as you will see, we don’t expect that to shift too much. There were a few small bits of tinkering here and there, some shifts to starting Zeals and some starting cards to encourage changing them up a bit more, but overall there were more buffs than nerfs. A lot of the edge was taken off some of the raw value generators that existed in the Zeal tree, and then overall just taking a little off some of the outliers and trying to make some of the sad cards a bit more appealing. Overall however, Tempest was in a place we were happy with overall -- and hope to continue seeing her there.
I’ll leave things here with a full list of all changes now. I hope you really enjoy this patch, and I’ll be back again soon with the Enlightened’s turn!
Massive thanks to the Internal testing team, and all the volunteer translators who continue to do such amazing work -- I couldn’t do any of this without you all! You are all so amazing and I'm forever thankful!!
All for now! - Josh
Neutral/Non-Tempest
- Something Extra: -1 cost pre and post upgrade - Hidden Mastery: Replaced For The Throat with Plan B, making Slick Strike feel 57% less lonely. - Potion of Sourcery: Added "Gain 1 class-specific potion after you win your next battle." - For the Throat and Underhanded Tactics can no longer appear outside of starter decks. - Purple Juice: Just made the upgrades unconditional - simply get a bonus upgrade after ALL fights. Considering how often this is gotten via Dark Idol this helps not just be instantly stuck in a death spiral on acquiring it. - Wizard Hat: Increase Overcharge at 0 energy to 2.
Artifact Changes
- Leaky Wires: The EVEN effect becomes "Shock 2 and Weak 2" instead of just Weak 2. The ODD effect becomes "Overcharge 1 and apply Vulnerable 2 instead." - Doomsday Pamphlet: Increased Zeal from 1 to 2 - Dynamo: Added "and Draw and Discard 1" on top of the exist Overcharge 1 when playing a buff. - Hymn Book: Added "and Delay Block 3."
New Artifacts
- To-do List: New Common Artifact: At the end of the turn, Delay Rage 25% for each untriggered Zeal. If you had 12 or more Zeal, Overcharge 1. - Blessed Whetstone: New Common Artifact: Your first Heavy Attack card each battle also applies Weak 2, Vulnerable 2 and Slow 2. - Improvised Helmet: New Common Artifact: Each time you Purge a card that costs 3 or more, Block 2. - Electric Bagpipes: New Uncommon Artifact: At the start of your turn you'll gain +1 additional Energy. Your 3rd card each turn costs 1 more. - Insulator: New Uncommon Artifact: The first time each turn you apply Shock, Block 4. - Funeral Pyre: New Uncommon Artifact: Each time you kill an enemy, Zeal 7. - Celestial Chimes: New Uncommon Artifact: Each time you trigger a Zeal power, gain a charge. When you draw an unstoned card, spend 5 charges to add a Yellow Void Stone to it. Max 10 charges. - Holiest Offering: New Elite Artifact: The first time each turn you reach Zeal 6, gain 1 Energy. - BOOM-erang: New Elite Artifact: Your first non-Volatile Attack card played each turn that triggers Shock each turn will Rebound. - Guardian Dove: New Elite Artifact: Each time you cast your spell, add an upgraded Intervention to hand. - Glorious Banquet: New Elite Artifact: At the start of your first turn, Zeal 10. - Expired Coupon: New Elite Artifact: Each time you play a card with a modified cost, Overcharge 1. - Canonizer: New Rare Artifact: The first time each turn you play a card that costs 3 or more, Delay Rage 25% for each Energy spent. - Defibrillator: New Rare Artifact: The first time each turn you hit 0 Energy, next card costs 2 less. (Medical Note: Seriously though, please do NOT shock flatlines. Or Shock them, as the case may be.) - Thunder God Incarnate: New Rare Artifact: Your first Attack card played each turn applies Shock equal to twice its cost. All enemies spawn with Shock 5.
Cards
- Growing Static & Clashing Steel removed as Mastery. - Chonk: Produces 1 less overcharge. - Stronk: Applies 2 less shock pre and post upgrade - Bonk: Cost increased by 1, Vulnerable reduced by 1, and upgraded damage lowered from 60 to 55. - Devotion: Lowered cost by 1 - Bolt: Changed damage from 10(12) to 11(14) - Stalwart: Now rigged by default. Upgrade is instead -1 cost. - Cloudburst: Has 1 less discharge pre-upgrade (so this is no longer changed on upgrade). Upgrade now adds "Remove all fortitude." at the start on top of still increasing damage by 6. - Complete Circuit: Deals +5 damage baseline. The upgrade now adds 5 Shock instead of 3. - Vanguard: Deals 20(22) damage instead of 18(19). Has 50% more Delay Rage both pre and post upgrade. - Great Lunge: Deals 5 more damage pre and post upgrade - Splitting Arcs: Increased damage by 1 pre and post upgrade, and added "or lost" to the end of the baseline text as well - so if you Discharge 4 with this effect, it will deal its damage 4 times! - Dedication: It now triggers the zeal 3 twice without needing an upgrade. The upgrade instead increases X to X+1. - Consecrate: Deals 1 more damage pre and post upgrade - Reroute: added "and Overcharge 1" on top of the Zeal 2 - Thunderstorm: Changed X to X+1 (for both the per-turn application and the upgraded instant shock) - Charge: Deals 1 less damage pre and post upgrade - Dissipate: Blocks 1 more pre and post upgrade - Forked Thrust: Deals 1 more damage pre and post upgrade - Roll Over: Added "Slay: Gain 1 Energy." to the base card. - Rebuke: Increased Zeal from 2 to 3 - Jolt: Applies 1 more Shock pre and post upgrade - Strike Twice: Deals 5 more damage pre and post upgrade. Eeyup. - Rolling Thunder: Now applies 3 shock pre-upgrade. The upgrade is instead to trigger X+1 times. - Crackling Aura: Blocks +2 pre and post upgrade. - Electric Kite: Blocks +1 pre and post upgrade. Also added "Purge: Zeal 1." to the baseline card. - Static Sabre: Applies 1 more Shock and deals 1 more damage, pre and post upgrade - Divine Retribution: Deals 2 less damage pre and post upgrade. Hopefully seeing it only hit for 1 gets people's brains going on how to make it hit shockingly harder!
New Cards
- Turbulence: Tempest Uncommon Ability, 1 cost: Apply Shock 6(8). Deal damage equal to half target's Shock to all enemies. Purge: Apply Shock 3(5) to highest HP enemy. - Amplify: Tempest Uncommon Ability, 0 cost: Apply a 1 turn Debuff that makes the target suffer Shock equal to your excess Block. (Don't) Expel. - Invoke: Tempest Common Ability, 1 cost: Zeal 3. Apply Shock equal to Zeal. Next card played will cost 1 more. (Purge: Zeal 2.) - Resonate: Tempest Rare Ability, 2 cost: Delay Rage 25%. Apply Shock 4. (Not) Inert. Trigger + times equal to this card's cost. - Helmbreaker: Rare Heavy Attack, 2 cost: If the target has 15+ Shock, Apply Vulnerable 1. Deal 7(9) damage an amount of times equal to twice this card's cost. - Flux: Tempest Common Ability, 1(2) cost: Apply Shock 4(8). Your next card costs 1(2) less. - Sacrament: Tempest Common Block Ability, 1 cost: Block 7(10). If this card costs 0, Zeal 2(3). If this card costs more than 1, next card played will cost 1 less. - Hope: Tempest Common Ability, X cost: Draw X. (Add a Volatile Hope to hand.) Expel. - Say Your Prayers: Tempest Uncommon Ability, X cost: Apply Weak X. (Apply Vulnerable 2.) Draw X. Discard X.
Zeals
- Hallowed Vigour: Changed to "If you have 8 or less Overcharge, Overcharge 1." - Divine Power: Changed to "Overcharge 1. If you have 8 or less Overcharge, Overcharge 2 instead." - Righteous Aura: Increased damage by 1 - Sacred Beams: Reduced Shock by 1 - Voltaic Burst: Reduced Shock by 1 - Voltaic Surge: Reduced Shock by 1 - Sacred Barrage: Reduced Shock by 1 - Weave Fate: Changed to "If you have 15 or more threat, Recur a random Block card. Otherwise, recur a random Attack card. - Call Executioner: Changed the tempo to be gated behind "If you have more than 50% Rage, next card played costs 1 less." - Call Guardian: Changed the tempo to be gated behind "If the Block card doesn't have a base cost of 0 or 1, next card played will cost 1 less." - Emergency Summons and Instant Summons: Added "Discard 1." into the middle of the text, after the volatiles are generated. - Wave of Peace: Increased Block by 2 - Touch of Calm: Added "Lower all Debuffs by 1." - Channel Power: Changed to just "Lower your spell's remaining cooldown by 1. If your spell was already off cooldown, Overcharge 1." - Ravenous Whirl: Added another 25% immediate Rage into the discharge clause, so it's "Rage 25%. Discharge 2: Rage 25% and Delay Rage 50%."
Update #61 -- The Hidden Balancing Act, plus Encounter & Spell Rebalancing.
Hello everyone!
It's finally here -- a big thank you to all the Beta Testers for this patch, many things were picked up along the way -- I really do appreciate those who play on Beta and help find all the little bugs before things are sent out to the world!
This is the first of 4 major rebalancing patches, using a lot of the data that has come in post 1.0 launch. As always, we combine statistics along with various player discussions (including everyone's favorite content man, Breakshift!) to see where things are either too strong, too weak etc. I know some of the nerfs will be sad (RIP Jap and Nick :( ), but please know they come from good intentions!
Next class on the list will be the Tempest, and we’ll be starting discussions on her changes here next week.
Before diving into the details, a few other things real quick!
Instability 127+ Video
So -- some people in the Discord were asking if Doinker had managed to record one of his Instability 127+ runs. Thankfully, he managed to get a recent win (on the Beta Branch) recorded! If you wish to check out his video, you can see it here.
Reviews
I want to take the time again to thank everyone who has taken the time to leave a review. Reviews are so important to Steam and it really helps Vault reach a broader audience, meaning I’m able to commit more time to working on it! We're inching closer to the 2,000 review mark, which is hard to believe! Anyone who is able to take a few minutes to leave a review, I appreciate it so, so much!
UCG 2022 Magazine
I recieved my copy of UCG 2022 Annual Report in the mail this week! A huge thank you to the IndieArk team for helping set this up, it was amazing to see Vault featured in there with a 4 page spread! It's such an honor to see Vault reach such a wide audience.
Also, even our new kitty Kiri enjoyed reading over the pages (even though neither of us are quite fluent in Chinese)!
Neutral Spells
Many of the Neutral Spells you’re able to obtain in the game were either buffed or tweaked in some way (some even completely reworked!). I know that replacing your class starting spell is often quite hard due to how important it is, but hopefully some of these Buffs will lead you to maybe subbing in another spell from time-to-time!
Encounter Changes
A number of Encounters have had the thorns slightly trimmed on them, taking the edge off in a number of cases. The Forgotten was one, I know everyone will be thankful for that one! We’ll continue to keep an eye on the stats as time goes on and see if more trimming needs to be done!
Also, I managed to fix up a few of the card artworks that weren’t animating for some reason -- sorry about that!
Hidden Changes
Below is the big list of changes to the Hidden -- there are quite a few! Lots of tweaks, adjustments and changes -- some are sad I know, but all with good reason :( Although there are also a few new additions, (4 Artifacts and 3 Cards) to play around with. As usual, we’ll continue to monitor things moving forward, and if more changes or hotfixes are required, I’ll jump straight into it.
As with anything where so many things are changing at once, it can be tricky ensuring I've got all the bugs. If you encounter anything, please feel free to reach out to me via email or Discord -- but I’ll also keep an eye on the crash logs as the weekend continues, and hotfix any issues I see!
And that brings us to the end of my rambling! A HUGE shoutout to the translation teams for their hard work translating all the changes, and also my long winded Patch Notes! Lots of new members have joined recently, and I seriously can't thank you all enough. The translation project for Russian is coming along really well, and should be ready very soon!
Thank you everyone for making Vault of the Void what it is today! Onwards to the next update!
All for now - Josh
Bug Fixes/Changes
- Further investigation into the card dupe bug when upgrading a card. I’ve setup some fixes to help cut the issue off – I’ll continue to monitor whats going on. - I’ve spoken with some players in regards to a rare bug where fighting a Guardian won’t actually count the fight as being complete. This is really difficult to replicate here, however I’ve put some additional fixes in place to help cut the issue off. - Suspicious Blade Oil no longer will reset between encounters. - Torch of Triumph will now flash active at 9 charges - Copy Cat now works on Afflictions - Fixed a number of the Guardian Blessings glowing “ready” when not in the Void fight. - Fixed wonky interactions with Recycling Bin and card stacking. - Fixed Lick the Knife working with Gauze - Fixed an issue with Slice In Twain mutli-trigger causing a crash. - Added the Post Fight screen to the Vault Guardians, meaning you'll now get the rewards for artifacts that give things dependat on the fight in the Vault.
Encounters
- The Forgotten: The Vulture hits harder but less frenzied on Hard, reducing scaling potential, and also has less AP if met later on the floor. The Game also scales less to Banes on Normal and Hard. HP reduced by 10% across all difficulties. - The Hag: Curse now adds 1 Bane to each of Deck and Discard, instead of only adding them to Deck. Has 1 less AP on Normal and Hard. - Nightmare Steeds: Their passive now also applies Confusion 1 to you when they die. Take care! Reduced AP on Hard in compensation since they were overperforming there. - Wicked Worshippers: They now have half the HP but 2/3/4 more AP on Normal/Hard/Impossible. Their poison application has been changed to 2 on Normal and 4 on Impossible. They are also worth 20% Battle Progress, down from 50%. - Loaded Piglet: Increased minimum fuse by 2 and lowered maximum by 2, reducing the variance. - Veiled Watcher: Fundamentally reworked. They deal more damage and poison. Instead of Banes, they apply Infections. When they die they give you infections straight to hand, and when infections are destroyed (so you can control if it's this turn or next), they gain 10% of their health as fortitude. - Firebugs: If you have high burning (especially from Coming in Hot) they'll split so one attacks and one uses Smolder, instead of it being random. - Bloodnest: Significantly increased the offensive parameters of all the actions the minions take.
Artifact Changes
- Dashing Hat: Added "Increase Max Combo by 1." baseline to it. - Spice: Changed to "Start each EVEN turn at full Combo." - Dark Feather: Changed to "The first time each turn" - Apple A Day: Added gaining 15 HP as well when picking it up. - The Lost Sword: Added "gets a random non-green void stone" on top of being upgraded before it's cloned. - Untrustworthy Coinpurse: Increased Essence gain from 45 to 75. - Mitten Gauntlet: Increased from Block 4 to Block 5 - Coin of Good Fortune: Increased Essence from 100 to 150 and healing form 8 to 10. - Nip of Drinking Alcohol: Goes up to Elite. - "Drinking" Alcohol: Goes up to Rare and loses the "starting from turn 2" limitation. - Stone Sling: No longer gives Delay Block, but damage increased by 1. - Fistful of Salt: Reduced from Clot 2 to Clot 1 - Glass Prism: Kicked down from Elite to Common. - Dwarven Beard Knot: Changed to "Gain 2 Void Stones after you win your next battle, and every tenth - battle afterwards." - Bloody Ledger: Removed "non-minion"
Card Changes
- Nick: Went to 0 cost but Expels. Deals 3 -> 2 Bleed unupgraded. - Jab: Went to 2 cost. Damage increased to 8(11). - Bladestorm: Gets +1 Bleed pre- and post- upgrade. Also now has Solo: Trigger +1. - First Blood: Increased the damage and bleed by +1 both pre and post upgrade - Dawn Raid: Lost 25% Rage pre- and post- upgrade. - Building Steam: Changed to 0 cost. Instead of increasing damage, the upgrade removes Expel. - Side Step: Changed upgrade from Gain 1 Energy to Overcharge 1. - Gusher: Reworked to be an X cost - Gain X+2(3) Hidden Blades. Expel. - Hamstring: Changed "Apply Bleed 3(4). Block 2(3). (Delay Block 2.) Apply Slow 1." Picks up "Block" tag. - Slice in Twain: Applies 2 less Bleed but no longer has the Clot condition. - Salt in the Wound: Reduces Clot by 2, pre and post upgrade. Gains Purge: Apply Bleed 1 to all enemies. - Hemolysis: +1 Block pre and post upgrade. - Open Up: +1 Bleed applied - Thousand Cuts: +1 Bleed pre and post upgrade - Gutted: Now always has the Slay. The upgrade instead reduces cost by 1. - Scent of Blood: Fundamentally reworked. Now reads "Per 10 Bleed across all enemies: Rage 50% (Max 200%). Purge: Add a(n upgraded) Silent Shiv."
New Cards
Undercut: Uncommon Ability: 0 cost: Apply Weak 1. Clot 4: Apply Vulnerable 2(3) to all enemies. Devastate: Uncommon Ability: 3 cost: Apply Bleed 18(23). If the target is Vulnerable, apply Vulnerable 3. If the target is Weak, apply Weak 3. Bluff: Common Ability: 0 cost: Opener: Rage 25% (and Overcharge 1). Rage 25%. Draw & Discard 1.
New Artifacts
- Chess Clock: Hidden Rare: The time each turn you would gain Combo over your Max Combo, trigger the Bleed of the enemy with the most Bleed. - Stinging Nettle: Hidden Rare: The first instance of damage dealt by an Attack Card each turn will apply Bleed equal to the amount. - Butter Knife: Hidden Common: Each time you Expel a card, add 1 Hidden Blade - Overripe Guava: Hidden Common: At the start of each battle, Combo 1 and Rage 25%.
Spell Changes
- Curse Ward: Adds the Banes first (so you benefit from rage there). - From Dust: Added "Scales to Rage." The Slay now simply gives "Heal 5. Block 5." regardless of your HP. - Bacon Bomb: Changed Delay Rage from 25% to 50%, and lowered the cooldown from 6 to 4. - Boiled Blood: Changed Rage from 75% to 125% - Invert: Lowered Cooldown from 4 to 3. - Cripple: Added "Block equal to target's Weak." - Sedate: Added "Delay Draw 1 for each Slow enemy." - Sunder: Changed to "Apply Vulnerable 3 and remove target's Fortitude. Apply Vulnerable 1 to other enemies." - Shield Ward: Blocks 22 instead of 20. - Flame Ward: Blocks 8 instead of 6. - Rigged Game: Now targets 2 cards instead of 1. ((Rig 2 cards in your discard. They are also upgraded for the rest of the Battle.)) - Let's Pray: +1 Draw/Discard - Quick Smith: Cooldown is now 4 instead of 5. - Refine: Cooldown is now 2 instead of 3. - Nightmare Steed: Changed to "Draw 2. Delay Draw 2. At the start of every turn for the rest of the battle, discard 1." CD:4 - Retaliate: Replaced by Pinkie Promise: Rage 50%, +25% per 9 current threat. CD: 4
Dev Diary: Upcoming Patch, 2023 Plans and Instability 127(!?)
Hello everyone!
I hope everyone had a great New Year and Christmas break! I wanted to take some time to give you all an update on what's to come, and what is actively being worked on.
First up this year is going to be a couple of very important balance patches. I actually planned to wait and get all these out at the same time, however we’ve been in calls and discussion for almost 2 weeks now, and are only just wrapping up the Hidden! So I’m going to push these patches out by class -- starting with the Hidden!
So what will be included?
Firstly, we’ve done a big balance pass over all encounters. A couple of buffs, nerfs and tweaks -- and yes, the Forgotten has had its long awaiting beating with the nerf stick! Neutral spells should also get a small tweak during this patch as well.
Then it's a big pass on all the Hiddens Cards and Artifacts, with a couple of new ones added in as well!
The goal with this patch would be a release around 2 weeks from now -- all things going according to plan! We’ll continue to roll on with each class one after another as well.
Instability 127?
I want to take a quick minute to showcase an incredible community achievement! For any of you currently in the Discord, you may have been following along with Doinkers incredible journey! Vault has a cap on Instability at 50, however, there is a way to remove that, and allow yourself to push the challenge as high as you like. As of this week, Instability 127 (every single modifier turned on) has officially been beaten!
Truely and amazing feat -- and Doinker has even been tracking his win rate and adding notes along the way, which were a great read. A huge congratutions to you Doinker!
If you ever feel the need to up the level of PAIN, you can head to your local Vault folder (App Data/Local/Vault of the Void) and open the options.json file to edit your Max Instability setting!
Translations
We've had some outstanding contributions latley on the Translations front! The Russian translation progress has been going really well, and is around 80% complete. I know theres been a lot of people asking for Russian to be added, and it should be avaialble for Beta testing very soon! A huge thank you again to all the volunteers who help with the Translation work, you're all superstars!
Thats all from me for now! As you can see, things are heating up again on the VotV front, and I'm excited to continue to push things forward this year. A new class is definitely planned for 2023, plus a few new things as well! More Challenge Coins of course will make their way into the Vault as well!
Thank you everyone -- looking forward to an exciting year of VotV content!
All for now - Josh
Update #60 -- Bug Fixes, New Challenge Coins and Christmas Goblin!
Hello everyone!
I’m back from Vacation and been hard at work on getting some bugs fixed and new content added to Vault. Today's patch is a nice way to round out 2022 -- and what a year it's been! I’ve got a few bug fixes, improvement to Steam Deck related stuff, but also two excellent new Challenge Coins for you all! Vault has been submitted again for Steam Deck Verification so hopefully that should come through with a big green tick any day now!
Also -- we have a very special guest returning this year! The Christmas Goblin Card Back is available again, you'll find details on how to unlock this ... beauty(?) on the Main Menu!
I want to thank everyone for helping make this year truly special. From the front page feature on Steam, to the huge 1.0 release, its been a year of great memories for myself and Vault of the Void. I’m looking forward to 2023, kicking things off hopefully with another balance pass and some new foes to defeat!
Also a huge thank you to everyone who has taken the time to leave a review -- it really helps spread the word and I'm forever grateful!
I hope you all have a wonderful Christmas and holiday period. See you all in 2023!
All for now - Josh
Change Log
2 Brand NEW Challenge Coins have been added -- Heavy Mettle & Fair and Balanced!
Reworked how controller detection works for when controllers are plugged in but not being used.
Fixed some button sizes which went wonky
Card Sharp Sleeve will now work correctly with the Controller.
More work on Fonts for Steam Deck to improve legibility.
Fixed a bug with Daily Drafts where Overkill wasn’t being count in Overall Score
Fixed some visual overlap issues at the Blood Library.
Foot Wraps will no longer work in Zen – text has been updated.
Fixed some text overlap on certain Enemy cards.
Helm of Focus now works correctly with Controller.
Various other minor bug fixes and tweaks.
Update #59 -- Steam Deck + Controller Support is now LIVE!
Hello everyone! A huge thanks to all who put their hand up to help test the Controller Support. There's been a load of runs registered, lots of bugs squashed and lots of UI improvements made. Overall, I’m happy with where it's at and feel it's the time to push it live. There are still a few tweaks I want to make -- a few minor bugs I wasn’t able to replicate and a few little UI/UX things, however it's more than playable!
I’m stepping away with the family for a vacation next week, so I wanted to make sure this got up with plenty of time to fix major bugs before I head out of town for a few days. Once I get back, I’ll be back into general bug fixes that have been logged since launch, and prepping for next year's big plans! This does mean I'll finally have a bit of downtime, and I'll be bringing my Steam Deck along to try and log some decent scores in the Daily Draft (let the challenge begin!)
I’m really happy to be able to get this out before the end of the year. It was something I would have loved to include in 1.0 but time just didn’t allow. Playing Vault on the Deck has been great and I’ve enjoyed being able to play on the go -- hoping you all do as well!
I’ll throw up a sticky post in the Forums for any Controller/Steam Deck bug reports, you can add any you find here and I’ll swing in and fix them up.
If you’re not a Steam Deck/Controller player -- I’m so sorry that there hasn’t been any fresh content for a little bit. This has consumed so much of my time -- however there are some new Challenge Coins all designed and ready to get dropped in -- I’ll have those in soon!
Thank you everyone!
All for now - Josh
Steam Deck & Controller Support -- Beta Testing!
Hey folks!
Some good news finally! Today I’ve released the patch with native Controller and Steam Deck support up on the Beta Branch! Its been tested by some excellent community members so far (thank you!), and after about a week of bug fixes and tweaks, I’m ready to expand the net a little.
I've personally been playing it on the Steam Deck and its feeling really smooth! I've added larger fonts and automatically enabled Auto Zoom for accessibility on that platform on startup, however this can be disabled as normal.
Please note: If you are playing on Steam Deck, you will need to switch your Controller Input settings. There is information on that in the document, this is only required now, as once the patch is live I’ll publish global settings which will update for everyone else.
If you have any questions or feedback, please feel free to reach out to me on Discord (Josh Bruce#3764), Steam or Email! Thank you everyone!!
All for now!
- Josh
Controller Support Progress
Hello everyone! I wanted to quickly swing in here with an update on things. It's now been nearly a month since 1.0, how time flies! As promised, pretty much all my time has either been spent recovering from the lead up to launch or working on Controller Support.
So far, progress has been great! All Menus, Options, Unlocks etc are all programmed and working. Past runs, card overlays, Artifacts etc are all working perfectly across all screens also. I’ve currently got 2 big “screens” left to finish up, the first being the Map Screen which is about 80% done, and then the Battle Screen. I was able to set up a huge amount of automation which has helped a lot, but a lot of it is just trial and error, and seeing what feels right.
In terms of time remaining, I’m looking to post a Beta in 2 weeks time which should have everything fully done. The process has been pretty smooth, so I hope this continues, although the battle screen is obviously the most daunting.
Once Controller Support is done and shipped, then I can start pivoting focus back to content and balance updates. I’m sorry I’ve been tied up on this for so long, it's such a big process and I know it's not something that everyone will be excited for. However, I’ll be making it up to you all in the last few months of the year with more gameplay oriented updates -- promise!
Thanks again to everyone for a great 1.0 launch. Can’t wait to continue to push things forward!
All for now. - Josh
Update #58 -- Hotfix and Thank Yous
Wow, hard to believe it's already been 1 week since Launch! I thank all of you for the lovely comments and reviews -- they really help share and bring the game to new people, thank you all so much!!
I’m already hard at work on Controller Support, however I wanted to push in a quick update here to fix a few issues which have shown up. Overall, things seem to have gone pretty smoothly, however there are a few little issues laying around that have been fixed below.
Asides from that, two issues still stand which I’m chasing up. The first, is a soft crash on the Errant Scoutlight enemy. This seems to affect such a small margin of players (only 1 report so far), that I’m thinking it has to do with two artifacts clashing. If you’re having this issue, please reach out either via Steam or Discord!
The second is an odd crash that happens (again, softcrash, no error report) which seems to be tied in some way to Bleed. Sadly, this would also make it unable to continue the run on reboot. Thankfully that is fixed now, so anyone with this issue should be able to continue their runs without issue!
Again, both of these seem to be in the 0.01% of players range, but I’d love to solve them. If you encounter anything like this, please let me know!
Other than that, just a huge thank you to everyone again for making the past week very special. Can’t wait to keep going here! I'd love to do a full recap video at some point to express my thanks to you all, as soon as I can find the time!
All for now!
- Josh
Bug Fixes: - Fixed a bug with casting Dedication at 0 energy. - Fixed a bug with the Veilded Watcher on the right having a wacky hitbox. - Fixed Silver Spoon - Fixed a bug stopping you buying potions at the Potion Shop if you had the exact amount of dollarydoos. - Fixed an interaction with Stone Sling and Allomancy that, whilst TOTALLY AWESOME, wasn't intended :( Sorry - Fixed a bug caused by a soft crash on Bleed that won't let you continue the run. All runs affected by this should be safe to proceed now! - Fixed a really strange bug where Upgrading a card would remove a different card from your deck whilst giving you the upgraded version.