This minor patch, fixes some issues introduced in the update, and includes a few extra tuning/bug fixes.
Tanglewood's spawned weeds renamed and tooltips improved
Panning and zoom now work when hovered over cards
Fixed cases where armor/evade would not be reduced from object damage
Fixed consume cards being recovered by effects targeting exhaust
Fixed thrix babies not moving or animating in final boss
Marked card/buff text clarified as it does not effect non combat damage
Misc text fixes
Major Tuning Update
Summary
This update focuses on clarity and consistency, with the goal of creating a simpler more robust set of board rules that never involve guesswork or memorization. The tactics should be about tempo, position, planning and card play. Not memorizing the various weird cases where there are exceptions to the normal rules or complex behaviors.
Streamlining or reworking the rules and designs that contribute to confusion or ambiguity The pattern we have seen in videos and feedback is that there is a frustrating amount of ambiguity with the rules, and that that isn't really a good fit for a game with such high stakes to every decision. "I didn't know that would happen" is something that just kills us to see, and we are striving to completely eliminate those moments from the game.
Increasing the consistency and amount of information The other side of the coin, is there is too much hidden information, so in tandem with the above we will be surfacing more information that is missing and creating categories and keywords with predictable rules so you know what the deal is at a glance.
Performance and stability Ongoing work on tech debt and improving the core systems continues, this time focusing on card interaction and animation Also, there are a few things in the game that take up a huge chunk of the dev time dealing with edge cases and bugs so we took that as a sign they are too complex and streamlined them to fit the adjusted core rules.
Core Changes
Every game element is now categorized as one of the following types: Slorf, Enemy, Object and Terrain
The rules these types must conform to:
Enemies always appear in the turn sequence, have a turn, and must be cleared to get camp card
Objects are never in the turn sequence (although they may have end round effects), and can always be harvested and removed
Terrain is inherent to the tile, and can have effects, but can never be removed or harvested
Buffs can always apply to Enemies and Slorfs, and never to Objects or Terrain
Every existing game element that was in a grey area between these has been reworked to fit the new rules (see tuning section below)
Effects
All effects are visible in the tooltip in a box showing which of these causes trigger them:
Enter Tile Enter effects happen when entering the tile, but no longer are allowed to occur at the end of the turn. Only Slorf's trigger enter effects (enemies don't each mushrooms, fall in sinksand)
Harvest Harvesting always removes the target, no exceptions (sinksand, giant mushroom, etc) Every object can be harvested (harvest can remove boulders, trees)
Destroy This effect happens on destruction of enemy/object
End Round After the entire turn sequence is over, these effects resolve in sequence before the next round starts When an end round effect happens, the camera always shows it (things like lightning strikes, grubs)
Enemies Cleared These effects happen as enemies are cleared (Eg. bug eggs going inactive) Evening is no longer a term, and is replaced by "if enemies are cleared"
General: Effects can no longer fail to resolve. Examples: Walking on mushrooms at full food, using a nut card at full health
Content
New crafted card Sticky Trap - Structure, Immobilizes an enemy in range during end round, and is removed from tile
Tuning
Reworks
Underflock
Were in a grey area between an object and an enemy, so have been promoted to full enemies of the Slorfs
Elevator removed (for now)
New behavior suited to an enemy with a turn rather than the reaction of a game object
Turrets now have two versions and get stronger later in the game
Water
Is now terrain
Fills water at end round, rather than on entering the adjacent tile
Graves and Ghosts
Were in a grey area, and graves complexity caused confusion and bugs so streamlined
Ghost are now an enemy with evade and low health but retaining that horrifying 99 attack
Graves are now an enemy and have been reworked to have a turn
Boom Berry
Now explodes during end round after being damaged instead of instantly
Underflock Nest (spikes)
Cycling spike behavior removed (will be used for special levels in future, but not in the general pool)
Nests now lay in wait and attack any Slorf standing in the tile at end round phase
Linked Glyphs
Now appear side by side and made clearer that you choose one
Note, you can get both effects with an area harvest
Misc
Enemies clear check moved to end of turn (safer, avoids happening middle of a sequence of events due to area, etc)
Slorfs can no longer attack their own structures
Tutorial writing improved and some tuning to level 2
Rotating turret no longer turns in a direction with no tiles, and reverses direction instead (scanning back and forth)
Fish in pond made huge and obvious
Root mother range increased so they don't just do nothing on their turn
Bug egg, conforming to object rules, can be harvested to remove safely (from a distance)
You can harvest glyphs as well as enter them
Cards tuck downward when not able to be selected
Attribute keywords used in cards/behaviors shown in tooltip (tree, water, thrix, etc)
Bug Fixes
Fixed issue where widgets failed to remove, resulting in performance getting worse over time Fixed entity HUD disappearing until rolling over a card Maximum panning momentum of map clamped to avoid rare cases where map can go flying 100km Slorf hex is no longer a clickable move hex during movement Work/Labor now recognizes buffs when deciding which card to discount Ranged Thrix no longer prepares an attack vs a stealthed slorf Fixed instances of loot animation being delayed by other animations Fixed glare enemy buff tooltip text that referred to the enemy drawing cards Burrowing Thrix no longer loses Mark buff when retreating
Sept 14th - Hotfix
Urgent fix: Turn got out of sync on thrix babies hiding, leading to a crash.
Also: Stinkleaf now visually clearer that it blocks flying Only one lightning can occupy a hex Ambush buff tooltip corrected to +2 damage
The Card Update!
Sept 13th 0.502371
The Card Update We hope everyone is enjoying ZOR, and is as excited as we are to start seeing fresh content and tuning in the patch notes. There are many areas we want to focus on, and we decided to start with cards. Adding new cards, and balancing existing cards in the roster. Of course, we are constantly fixing bugs and improving the experience too!
New Cards Prepare (Triobelisk, Move) - 1 food: 1 action, +1 damage next turn. Upgrade -> 2 food cost, 2 action, +2 damage next turn Foresight (Upgrade, Move) - 2 food: 2 actions, draw 2 cards. Upgrade -> draw 3 cards Disengage (Upgrade, Attack) - 1 water: 1 damage, step back 2 tiles and gain stealth for 1 turn. Upgrade-> 4 tiles Mark (Upgrade, Attack) [Exhaust] - 1 water: 1 damage, range 3, target receives +1 damage when attacked. Upgrade -> range 6 Shredder - (Crafted, Attack) [Consume] - 2 water: 1 damage, range 4, bleed. After impact the spinner spawns on a tile at the impact site Poison Bait (Crafted, Effect, Structure) [Consume] - poison the attacker for 3 turns Barbed Shield (Crafted, Effect) [Exhaust] - 1 water: gain 2 armor, gain thorns for 2 turns Snack (Crafted, Effect) [Exhaust] - gain 2 food (share) Drink (Crafted, Effect) [Exhaust] - gain 3 water (share) Harpoon (Crafted, Harvest) 2 water: harvest at range 4
New Clearing Dunes - midway through the warren, you may stumble on this battle of wits where you face a gustwood across a maze of sinksand
Tuning Note: Free cards remove too much tension from the game which is at the core of what makes ZOR tick so we have removed many cases of them, especially attack and move cards. However, making costs cheaper via secondary methods is still alive and well (day fire, work) Sneak - reworked: gives extra slorf turns instead of skipping enemy turns (a subtle but meaningful difference, and clearer) Dig Stick - reworked: recipe in early pool and cheap to make, cost 2. Additionally harvests the tile beyond the target Hiking staff - reworked: no attacks, food cost 1, 3 actions Run - reworked: interaction rules removed, now a cheap long distance move with no attacks that exhausts Collect - cost reduced Cyclops wand - cost of 1 water Work - exhausts, upgrade removes exhaust Rock flinger - distance increased, nut flinger no longer a component of recipe Thrix enrage - now +2 damage for 2 turns but does not stack Thrix babies now hide when all Thrix are eliminated and not all enemies Food placement in early ringed level improved Delays tuned and simplified to improve consistency of turn flow timing and feel Lots of tooltip and text polish
Bug Fixes Area harvest hang fixed - system reworked to be safer and resolve in sequence When swapping the player can scroll Climb bonus now effects attacking uphill Hypno thrix can target decoys, and respects stealth Unmaker can now target non enemies at close range Food previews disappear when thrix babies leave Jump no longer stops map from panning Encourage aura hides at appropriate time Work can no longer target a 0 cost card in hand Charge behavior fixed and clarified - does not enter any hex but final tile. Note: Escaping quicksand via attack cards like charge is intended (since immobilization is simple being unable to use move cards and nothing more)
Sept 5th Update
Continuing to address urgent issues and bugs
Bug fixes Dig deep card info fixed Underflock turret overlapping path issues fixed Shaken berries can now handle hex height Grass resource no longer named sticks Turn sequence issues fixed by addressing some tech debt Turn sequence HUD widget handling improved (more tech debt) Auras can now display on mixed heights thanks to Gavin shader wizardry Cursor show and hide logic made more bulletproof Upgrade button can no longer be clicked when invisible Upgrade button setup improved to reduce weird glitchy cases
Tuning Cost now shown in crafting tooltip Gustwood can no longer appear in the quicksand level in pilgrimage mode. Note: The difficulty of that combo can be fun for an expert player, but is extreme compared to everything else at that point so considered an imbalance Gustwood replaced with a bug nest in trial level 4 Extra food was sprinkled in the trial mode Trial boss map improved so objects don't cluster in one spot Tutorial Hulga rescue now explains that the Slorfs share cards Tutorial Hulga rescue level now reveals and locks card hand more appropriately for messages coming up Tutorial message popup button now orange
ZOR has arrived!
It's a big week - ZOR is finally here! We couldn't be more excited to have the game out in the world and seeing so many imaginative tactics being discovered. The game is available at a limited time launch week discount, so now’s a great time to pick it up and try your hand at saving the Slorfs.
https://www.youtube.com/watch?v=wZGLiJMxbls
Early Access Roadmap
It’s been posted on the main page but in case you haven’t seen it, here’s the roadmap for ZOR. What you see above are the current plans for features and updates coming around the corner. Since we’re launching in Early Access there’s still a lot of development ahead, and we’re looking forward to seeing your feedback on the game and adjusting the roadmap accordingly. So what you see may not be set in stone but it gives you a good idea of what we’re planning for ZOR going forward.
Feedback & Community
As the game launches, we’d love to hear your feedback on the game and are always open to suggestions. Feel free to post here in the Steam forums, or better yet, check out our Righteous Hammer Games Discord, where you can see updates and join our community,
Thank you so much for your interest and support. We hope you enjoy ZOR! If you do, we’d really appreciate it if you had time to leave a review or comment. We’ll be posting more updates on Steam soon, so check back often.
Bug fixes Rare case where a Slorf does not spawn in trial boss level fixed Fixed issue where bugs killed on Grimp boss kill would be stuck an unresolved state The roasting spit upgrade now working (buff to food gains) Empty message no longer comes up when health cost paid for Strain card Crafting screen tooltip and layout no longer go off screen in certain resolutions Fixed issue where rapid hovering could leave the tooltip stuck visible Card snap glow no longer stays after canceling card play Digest, Digging Stick, Underflock Blaster info now matches behaviour (the digging stick still loves you though!) Armor sfx now conform to volume settings
Tuning Bugs no longer auto killed on defeat of the Grimp monstrosity (they still do in the trial)
Developer ZOR stream
Clint is going to play pilgrimage mode, come hang out and chat!
Development Diary #4
Strategic Snacking
Believe it or not, eating in ZOR is more tactical than some combat systems. How, where and when you eat can be life or death as you try to grab a snack between monsters trying to rip your head off.
Movement cards cost food to use, and Slorfs only have 8 to spend at start which is not nearly enough for the full day. So you need to include eating in your game plan.
Food isn't always a matter of just gobbling it up like pac man, there are different sources and methods of getting food, each with their own tactical considerations.
Foraged food
In each clearing you will find some food is just lying there, and you autmoatically eat it entering the tile. With these, its just a matter of working it into your path, dividing between the slorfs and not wasting any.
Dynamic food
Some sources of food are more dynamic than the previous options so a bit more thought is required. In order from left to right:
The Flying Grub grows in size each turn and then takes off into the sky like a tiny blimp. Grab it at its biggest for the most food, but don't get greedy and miss it entirely
Nomadic Grubs are always on the move for reasons that don't concern Slorfs. Just realize they aren't staying put!
Burrowing Grubs will hide in the ground one by one, grab them as soon as possible for the biggest snack
Harvested food
These food sources require breaking a sweat to acquire, so you must spend your water reserves and use a harvest card. This action will also use up the Slorfs entire turn, so there is even more to think about. In order from left to right:
Giant Mushroom's will fill your food to maximum so plan ahead and wait until you are on the edge for the most value.
The Fish Pond will give you a fish card which you can share or save for crafting recipes at camp.
Mushroom Stump isn't anything special, just a more inconvenient source of food. Whether to use a card on these depends on the situation.
Food cards
Like the fish mentioned above, some food can be carried around. These are added to your hand as an effect card. Save them for crafting soups and stews, or if you decide, consume it during the game. If Slorfs are adjacent they share and both get the food, so try to plan ahead for that huge value!
The perfect soup isn't worth dying for
Get ready to set up camp, ZOR is coming next month!
Hey all!
We know you’ve been patiently waiting to find out when you can get your hands on more Slorf adventures, and we can finally tell you: ZOR is launching in Early Access on August 30! We’re working on creating a new trailer to show off gameplay from the upcoming build.
And we have another cool announcement to make, ZOR will be a part of Yogscast’s Tiny Teams event August 1-8! Check out the livestream on Twitch to see new ZOR gameplay as well as other games from small studios. In preparation for these events, the ZOR demo will end this weekend.
We’re looking forward to sharing ZOR with you all and hearing your feedback! If you haven’t already, make sure to wishlist the game here on Steam and follow us on Twitter for updates.