Nowhere Prophet - Demozilla
I've sneakily updated the PREVIEW branch last week with the first half of this change (convoy decks only) but now, with everything done, I wanted to let you all know and hear your feedback!

So, I've spent a few days tweaking the enemy decks (both leader and convoy). My goal was to make enemies a little easier on the lower levels, making them easier overall on Chosen but without taking too much bite away on Burdened and Doomed.



To that end I built some new tools to better visualize enemy decks, and I improved the control I have over their deveopment across difficulties and levels a bit.

I've also added 5 brand new leader cards to the enemies: 3 constructs and 2 other cards. And you may find some enemy decks now playing hazards and other obstacles!

In any case:

I've just updated the PREVIEW branch on Steam that allows you to test out some changes. If you want to give it a try, simply right click on the game in your steam library, go to beta and select PREVIEW.

Please note that on the new cards and effects, the texts are only available in english and some artwork may be temporary. Also be aware that the addition of new cards may make the savegame of a run in PREVIEW incompatible with non PREVIEW versions!

Basically: Work in progress, pardon the dust :)
Nowhere Prophet - Demozilla


Hey everyone!

Welcome back to Soma! I've been pretty busy and a few things have been changed, improved and added for Version 1.02! I'm excited to talk about the big changes:

Custom Game Mode
This brand new game mode (and the six new modifiers) will allow you to play the game the way you want to. Want to start with more resources? Change the rules of attacking? Stop your followers from taking wounds? Or maybe you just want them to die instantly.

Simply select up to four modifiers to change your game! Note that some modifiers are mutually exclusive and can not be active at the same time.



And this game mode is available to all players for free. All you need to do is to unlock it. And how? Simply complete three games - you don't even need to win. If you've already completed that many games, just completing one more will trigger the unlock.

Modifiers
So, if you have the game mode unlocked, what are the new modifiers?

  • Diamond
    Followers destroyed in combat do not take wounds. Followers are more expensive and less common to compensate.
  • Chased
    You can not travel towards nodes that lay behind you.
  • Affluent
    Your journey starts with +200 batteries.
  • Cornucopia
    Your journey starts with +200 food.
  • Unwavering
    Your journey starts with +200 hope.
  • Cramped
    You always bring all followers in your convoy into combat. (You can still put some in your deck for priority healing and protection from the wilderness)
  • Sloth
    In combat your prophet acts second by default.

The Pioneers convoy
They follow the ideals of the Union, no longer its leaders. Solidarity, equality and liberty lead them on their search for a new home.



They have three unlockable perks, which you can see above, and one unique always-on fourth perk (similar to the Hermit):

Battlefield Engineering
Each side of the battlefield has at least one row filled with obstacles.

These obstacles are appropriate to the environment and make the battlefield tighter for both parties. This means that decks that work with a lot of cheap cards to try and flood the board have a bit of a problem. This also ensures that there's always obstacles to destroy if you have any synergistic effects...

So how can you get the Pioneers? When you're in Pit Nine, don't simply follow the instructions of the Agents mindlessly, maybe try to listen to the rebel cell and support their cause...

Six new leader cards
And lastly the new leader cards. These have been added to help round out some items and as a start to strengthen comeback mechanics and slower tactics, something I'm thinking about a lot.

Anyway, without further ado, here are the cards:

  • Decoy Phalanx
    Fill a row on your side with Decoy constructs (0/2) with Taunt.
  • Blistering Blow
    Push target unit. It suffers -3/-0.
  • Blinding Beam
    Stun all followers
  • Surprise Attack
    Each friendly unit with Stealth deals its attack damage to the first target in the opposing row and loses Stealth.
  • Black Hole Trap
    When an enemy follower with active card text enters battle: That unit suffers blackout. (Construct)
  • Gear Up
    Increase the cost of target friendly convoy card by 1. It gains +2/+2.

And that's the big stuff. There's still a bunch of smaller changes. Check out the changelog below for more details.

#Discussions_QuoteBlock_Author
Custom Game mode added
  • Finish three games to unlock the game mode
  • Select up to four game modifiers before you start your game
  • Six new modifiers added: Diamond, Chased, Affluent, Cornucopia, Unwavering, Cramped and Sloth!

Six new leader cards
  • Added Decoy Phalanx, Blistering Blow, Blinding Beam, Surprise Attack, Black Hole Trap and Gear Up
  • Added Blinding Beam and Decoy Phalanx to Banshee (replacing Crippling Mudra and Sabotage)
  • Leader cards added to items

New pioneers convoy
  • Added a new convoy focused on Obstacles and Armor
  • To unlock them you need to assist the rebel cell in Pit Nine

Balancing
  • Warden changed to 3-cost 3/6 (was 2-cost 3/4)
  • Added Warden to Traders convoy
  • Bandit Executioner buff change: Now only triggers if you have no Energy left
  • Signalbearer is now Rare and triggers for +1/+1 at the end of each turn
  • Ordnance Runner is now Common and 2-cost 1/1 with Stealth, Blast (instead of 3/4)
  • Union Sapper is now 3-cost 2/4 (was 2-cost 2/2)
  • Expert Slinger is now 4/4 Sniper, Blast (was 4/2 First Strike, Blast)
  • Zealot changed to 5/2 that destroys a random follower on Fury
  • Demolitions expert changed to 1/4 that sets the health of all other followers to 1
  • Deplete cost is now 2 (was 3)
  • Janwar Bear changed to 4/2 (was 5/2)
  • Cultist changed to 2/2 (was 3/2)
  • Reduced cost of Arc Overload power to 1

Interface
  • Fixed text on Scratch cards to refer to enemy "targets" in the frontline (not "units")
  • Added new "thrown Bomb" visual effect
  • Added new logo intro animation

Bugfixes
  • Hand card sorting issue fixed
  • Strain Chain & Buried Knowledge no longer waste triggers
  • Strain Chain only triggers once each turn
  • Fixed some faction-based fights using the right faction
  • Rage no longer triggers on non-killing Robust units
  • Disabled all hotkeys while using convoy cards text filter
  • Coordinated Swarm status effect can properly target enemy leader again

And that's it!

Thank you for reading and thank you for playing. Do join me in the Nowhere Prophet discord and please leave a Steam review if you enjoy the game!

And as always: Stay hydrated!

- Martin
Nowhere Prophet - Demozilla
It's been a tad quiet around here while I was busy getting a nice update together for everyone. The upcoming version 1.02 comes with a new game mode, a new convoy and more!

If you're eager to play that before it's publically released then check out the PREVIEW channel and give these changes a spin.

But for now, let's have a peek:



Custom Game mode
This brand new game mode can be unlocked by playing three games. You don't need to complete them, you just need to make it to the final screen. If you have already played that many games, simply finishing one more will unlock it!

And what is Custom Game? Well, it allows you to select up to 4 modifiers to activate for your run. This means you can tweak your difficulty and flavor how ever you want it. And to make that even mroe fun I've added a few new modifiers, some of which will also be available in the Daily Challenge!

More details on these new modifiers soon!



The Pioneers convoy
Another new piece of content is a brand new convoy. The Pioneers are ex-members of the Union of the Five Fingers that have split off to build a new home free from the oppressive regime.

This convoy is all about armor and obstacles and will even feature a UNIQUE fourth perk that you do not need to unlock and that will influence every fight!

Six new cards
Aside from that there's also been 6 new cards added to the game, a lot of balancing changes and other tweaks. The final change log will become available on Wednesday and feature some more details!

Until then,

- Martin

Nowhere Prophet - Demozilla
Just a quick patch addressing some small issues:

• Missing Worker text added back in "Fury: Gain 1 armor"
• Spaceport "looking for work" follow up events show up again
• Targeting issue when dragging cards that are too expensive resolved
Nowhere Prophet - Demozilla
Another update for everyone! Nowhere Prophet hits 1.01.001 and here's what's new and different!

Equipment Power energy costs
The active powers granted by some pieces of equipment now can have an energy cost associated with them. Many still cost 0 Energy to play but the overly strong ones now have a cost ranging up to 3 energy. This also makes it possible to make some of the existing powers stronger and more interesting. For example: The column, row and neighbor attack powers now all do more damage!

This has been done to make balancing easier, but also to make it possible to expand the game with a wider variety of powers in the future. Much stronger and thus more expensive ones are now a possibility.



There's also a bunch of other tweaks to balancing and interface and a number of bugfixes.

Changelog
#Discussions_QuoteBlock_Author
Equipment Power Energy Cost
• Equipment powers now have an Energy Cost (ranging from 0-3)
• Row and neighbor attack powers now deal 3 damage (was 1)
• Row attack power also damages enemy leader
• Wild Blaze now discards a leader card and no longer deals damage to you

Balancing
• Worker is now (1/1) but generates 1 armor on Fury
• Choking Fog changed cost to 3 (was 4)
• Drone Batallion changed cost to 3 (was 5)
• Storm Signal changed cost to 1 (was 3) and stats to 0/2 (was 0/4)
• Kaalrati broken has cheese protection "Backup Systems" buff added

Interface
• Mutator Spite has a less ambiguous description
• Leader Deck during travel will no longer blink once player has seen level up hint once
• Added tooltip with enemy level and type in combat
• Changed label on loadout selection to make function of buttons clearer
• Unlocked convoy perks are clearer different from locked perks
• Show available Focus points in pre-combat screen
• Dismantling from combat and event rewards now possible
• Fixed buy/sell order in shop, again
• Cards in deck are less dark when shown in large card grid

Bugfixes
• Custodian text now properly references the Leader not Convoy Deck
• Ensured that "no target" widget is never responsive when not visible
• Minor event typos in EN, DE and FR
• Hotkeys while filling in follower text filter are suppressed
• Blackout also now properly removes stun
• Favorite followers now heal with priority
• Fixed some non-beast fights in beast events
• Pinned down no longer triggers when 0 health units move
• Attack Drone no longer targets dead units
• If a follower is blocked by a follower, they can't attack a blocking obstacle through the blocking follower
• Enemy AI now properly interacts with the new obstacle blocking rules

And that's it for this update. Please keep the feedback coming!

Best,

- Martin
Nowhere Prophet - Demozilla
Mornin' everyone. It's monday and I'm back at work. I've mostly made my way through being sick, coming out the other end, still sniffling but happy to be properly productive again.

Still, this will be a smaller news post today with just one thing:

Preview Updated!
I've just updated the preview branch with a cleaned up version of the powers with energy costs (mostly translation stuff) and added a few minor improvements/bugfixes. The version number is now 1.01.000 and if nothing breaks this version will go live for everyone tomorrow.

So in case you're playing and notice anything weird (or even if everything is fine), then do let me know!

And I'm already cooking up a little surprise for later down the week! So stay tuned!

- Martin
Nowhere Prophet - Demozilla
After languishing in preview (and a slight detour) for a few days this update is finally cooked all the way through and ready for deployment on the LIVE branch.

It just went out to everyone on Steam! itch.io and GOG are coming in the next few minutes...

The changes
So what's in it?

The big things are the follower filters which make building your deck easier. Then there's the change to the attack rules. You can now attack the obstacle directly blocking your follower. And lastly there's the in game rule book which should make getting into the game a bit easier.



Beyond that, let's take a peek at the changelog:

#Discussions_QuoteBlock_Author
Balancing
• Scion Instigator now 2/4 (was (4/3)
• Raj Guard Gladiator & Leper Alchemist enemies tweaked
• Obstacles directly in front of a unit can now be attacked, even by non-frontline units
• Drone Factory Shelter fortification event made a bit easier (less drones on board at start)

Interface
• Followers filter system completely updated
• Renamed followers have their name highlighted in yellow
• Followers can now be renamed with an empty name giving them a shame name (thanks to the Discord for providing ideas and inspiration!)
• Increased the size of the Show Battlefield button during the mulligan phase
• Rulebook and tutorial updated to reflect new attacking rules
• Ingame rulebook added
• Nowhere Prophet (a game by me!) intro logo added
• Attack positioning tutorial extended (obstacle attack rule) and image updated

Bugfixes
• Rock granted by custodian is a Leader card, as all other obstacles
• The first phase of Kaalrati is again marked as a Boss enemy
• Typos and corrections to some event text
• All valuables now sell properly without hiccups
• Fixed the order of the BUY and SELL tabs in the shop screen
• Union deserters event no longer is a fight against Machinists
• The order of triggers is no longer switched around every other time
• Suppressing buff triggers during mulligan draw phase now

Preview Preview
With that out of the way, there will also be an update to the PREVIEW branch later today. It will feature all the changes above AND an iteration of equipment powers with energy costs.

Check out the changelog in that version for some details. Also note that some of the texts within that version may not be translated yet.

And, as usual, all your feedback is super appreciated!

5 steps ahead
And since I'm already thinking beyond the energy costs, I'm considering some changes to the content. To that end I'd love to get your input into which cards you think are very underwhelming.

You can do so in this Steam Discussions Post!

Also, if you haven't found time to write a steam review yet, please do so! It's the best way to help the game get positive attention :)

And that's it for today!

Stay hydrated,
- Martin
Nowhere Prophet - Demozilla
Hello from me on a Saturday!

I came in to the office on Saturday to make a quick update to the game. In the PREVIEW branch you can now find 1.00.022 Arudha. It has a few minor changes to the last one, primarily a bunch of translation updates which make this version viable as a release for everyone sometime next week. Should nothing be broken, as usual.

So, what's different in this one?

Ingame rule book
A few of you have requested an ingame rule book and this build includes one. Accessible via the pause menu you can now read the rule book at any time during gameplay.

This required me to change some animation things since the pause menu is during paused gameplay so hopefully that broke nothing. Let me know if you encounter any issues!

Buff trigger sequencing fix?
Some of you have complained about inconsistent trigger sequencing. For example if the last unit in a row gains taunt and each unit with taunt gains +0/+2, then it would change the orders after each trigger so the sequence would only work every other time.

This is obviously weird and wrong so I took a look at it and tweaked it. However all the trigger stuff is a bit fragile so this might cause some weirdness elsewhere. If you spot anything, please let me know!



Direct obstacle attacking
As mentioned last time: This version features a change to the attack rules: Units can now attack the obstacle that is directly blocking them, even if they are not in the frontline.

This required some changes to the tutorial texts and images which are updated in this build too, as you can see above.

Changelog
Here's a brief look at the complete changelog:

#Discussions_QuoteBlock_Author
Balancing
• Scion Instigator now 2/4 (was (4/3)
• Raj Guard Gladiator & Leper Alchemist enemies tweaked
• Obstacles directly in front of a unit can now be attacked, even by non-frontline units
• Drone Factory Shelter fortification event made a bit easier (less drones on board at start)

Interface
• Followers filter system completely updated
• Renamed followers have their name highlighted in yellow
• Followers can now be renamed with an empty name giving them a shame name (thanks to the Discord for providing ideas and inspiration!)
• Increased the size of the Show Battlefield button during the mulligan phase
• Rulebook and tutorial updated to reflect new attacking rules
• Ingame rulebook added
• Nowhere Prophet (a game by me!) intro logo added
• Attack positioning tutorial extended (obstacle attack rule) and image updated

Bugfixes
• Rock granted by custodian is a Leader card, as all other obstacles
• The first phase of Kaalrati is again marked as a Boss enemy
• Typos and corrections to some event text
• All valuables now sell properly without hiccups
• Fixed the order of the BUY and SELL tabs in the shop screen
• Union deserters event no longer is a fight against Machinists
• The order of triggers is no longer switched around every other time
• Suppressing buff triggers during mulligan draw phase now

See you all next week!

- Martin
Nowhere Prophet - Demozilla
Just a quick note that the preview version received a small update just now. This includes just minor tweaks to some of the balancing, some bugfixes in the follower filter and some tutorial/rulebook changes.

• Scion Instigator now 2/4 (was (4/3)
• Raj Guard Gladiator & Leper Alchemist enemies tweaked
• Sorting by new works now
• Sorting by faction works now
• Units with 1 max health and Robust now work again

Also please note that this (and the last) preview version contains the following change:

Obstacles directly in front of a unit can now be attacked, even by non-frontline units


Any feedback on this change would be very much appreciated!

- Martin
Nowhere Prophet - Demozilla
Time for another update to the preview branch!

I've spoken about the follower filters yesterday and this update makes them accessible to everyone who's playing in the preview branch on Steam!


This is me testing my German translation

What's in it?
Well, the obvious one is the follower filter system. But with that comes the follower naming feature AND the ability to attack obstacles, even if boxed in.

Here's the changelog:

#Discussions_QuoteBlock_Author
Interface
• Followers filter system completely updated
• Renamed followers have their name highlighted in yellow
• Followers can now be renamed with an empty name giving them a shame name (thanks to the Discord for providing ideas and inspiration!)
• Increased the size of the Show Battlefield button during the mulligan phase
• Obstacles directly in front of a unit can now be attacked, even by non-frontline units

Bugfixes
• Rock granted by custodian is a Leader card, as all other obstacles
• The first phase of Kaalrati is again marked as a Boss enemy
• Typos and corrections to some event text
• All valuables now sell properly without hiccups
• Fixed the order of the BUY and SELL tabs in the shop screen

Obstacle attack changes?!
Yes, this is a little experiment. One of the downsides of the current system is that you can easily box the AI in with rocks, or the AI can do it to you (Sorry Frrrr).



If you do it, it's what I call "rock fun". Cleverly obstructing enemies and getting some cool wins in. If it happens to you though, it can end a perfect run if you're not drawing the right card to get yourself an opening.

To that end I want to try something I originally tested way back when, but then decided against. However by now a lot of things have shifted and changed, so it might work better now. So in this PREVIEW:

Non-frontline units can attack the obstacles in their row.

This weakens the tactic to block lanes but it also weakens the power of push and pull cards. It might also need some adjustments to how the AI evaluates obstacles but that comes later.

For now, give it a spin and let me know how it feels!

Some caveats
This is an in progress build and as such comes with a few notes and warnings:

  • The new obstacle-attacking rules are not reflected in the text (tutorial or rule book) yet
  • The new text labels for the filters are not translated to all languages yet
  • This is just lightly tested so please report any issues you encounter!

Since the localization thing is something that takes a while it might be some time before this update makes its way to the live branch.

And obviously, as always, please let me know how things play/feel/work! Especially in regards to the obstacle attack change.

The beyond
I'm already working on the things after the follower filter update. I've mentioned it before and I'm still looking at energy costs for powers, which seems very likely, potential keyword changes, some of which might make the cut, and maybe even a tiny bit of new content.

All of these bits need some more testing (and localization!) so that is slowing them down right now.

In the meantime, enjoy this preview!

- Martin
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