I want to thank you for the 103 steam reviews we've received so far and the 90% Very Positive Rating! This is a wonderful accomplishment. I'm so grateful that you are enjoying Summoners Fate and I really appreciate the feedback and continuous growth I've seen to our community as a result. Truly - thank you!
Today, I bring you update #8 on 8/8 with Bugs and Balance fixes (don't you just love alliterations?). In addition to the improvements here, I've also been working to address our overall adventure difficulty curve and bolster up the content. I aiming to deliver these major balance changes next week with a large content update including new bosses for each biome as well as new elite and minion encounters.
New cards added in this update
Here’s the full list of changes for this update:
*This update is also applied to our free demo version.
New Card: Bigbeard's Helmet - This card is the first of our "boss specific" artifact cards suggested by players in one of our Discord discussions. This artifact is also an equipment (so it has a permanent aesthetic effect as well) and allows you to mind control marauders injured by your attack.
New Card: Katana - Two handed weapon that grants +2 power and Pierce.
New Card: Ironclad Sword - Single hand weapon that grants +1 power and Pierce.
Improvement: Vastly improved our Parallel Animation system. This is the feature that allows enemies to animate movement and attacks of their units simultaneously to speed up gameplay flow. The system is designed such that any triggered effects will automatically switch the system seamlessly to serial animations so players can still follow the event sequence. Previously, any kind of applied VFX (for example, snakes inflicting poison) would unnecessarily interrupt the parallel flow. The improvement fixes this so that the parallel flow is not interrupted unless it initiates a new unit action (for example, a unit who casts or sets off a new event flow in response to a trigger).
Improvement: Discarding a card to trigger its "Discard" ability can now be undone. Previously, it shared the same behavior as a surprise being triggered and could only be replayed, not undone. (Thanks mr.kitty)
Improvement: Made lunge attacks easier to execute. When drawing movement path, units with lunge now have extra padding along the edges of tiles to make selection of diagonal targets while moving easier. Selected movement path is now tinted green so it’s clear whether or not the space will be moved to regardless of the directional arrow length.
Balance: In addition to having unlimited counter attacks, Vigil units now combo attack at full power rather than half power like other units.
Balance: Reduced the cost of the spell Vigilant from 2 to 1
Balance: Reduced the cost of Tactician from 2 to 1
Balance: Added Pierce ability to Dreamstealer (Thanks Frosty the Pyro)
Fixed bug where lore inside barrels/crates would fail to drop after defeating Cho'Tuk the Wanderer in bear form until after entering another battle. (Thanks oneofmany and Marvin)
Fixed bug where lore would fail to drop if a bandit blockade encounter is swapped with a battle encounter containing lore (Thanks mr.kitty)
Fixed bug where player would Error #1009 at view.ui::HM_CardView/updateUnitScale() when customizing their starting deck with specific cards in specific slots (ex: placing Disintegrate in the 3rd slot containing Fire Elemental would always trigger this bug). (Thanks mr.kitty)
Fixed bug where walking into a battle after being transformed into a beetle by the Beetle Juice encounter would cause the game to freeze. (Thanks mrwaffles31) Additionally, when transformed into a beetle by the Beetle Juice encounter, the effect now lasts until the end of battle (or until resting at camp) instead of start of your turn (which removed the effect before it had any chance to challenge the player).
Fixed bug where casting Arcane Insight with Zenon when remaining cards in deck are below 3 would throw a backworker error. (Thanks Tabos, Nightler)
Fixed bug where spells with "closest targets" such as Lightning Storm could choose different targets than those indicated by the highlight based on which direction you chose to face the Summoner during the cast. The "closest target" sort type will no longer factor the Summoners facing (Thanks mr.kitty)
Fixed bug where satchel cards chosen as starting cards could be placed in your deck at campsites (Thanks This is Fine).
Fixed bug where retreating from the Golden Dragon while it was standing on a stone statue tile would result in its rewards being dropped and available on the map upon returning. (Thanks Verox)
Fixed bug where picking up a satchel card during battle would throw RangeError: DataProvider index (-1) is not in acceptable range (0 - 1) and then prevent mouse interaction until restarting the game. (Thanks [rQ]Tabris10, KhardMaster, Gottes Sohn)
Fixed bug where walking onto a map containing units in fixed positions (ex: Tutorial level 2) by clicking on a space where one of these units is standing would result in the group of units being reposition in a manner that might make the map impossible to win.(Thanks Rianith)
Fixed bug where retreating from maps with noReposition (ex: tutorial levels dependent on a specific solution and map positioning) could have the setup changed if player retreats from the map after units have moved. We now force putting everything back to the original state. (Thanks Rianith)
Fixed bug where hero could become stuck on top of shopkeeper if player clicked the space in the mist where shopkeeper spawns.
Coming Next Week
Since I've extended our major balance update until next week, I'd still love to get your input in the following topics:
Once the balance update is complete, I plan to shift gears to address remaining QoL issues (such as keyboard mapping and gamepad support) before the end of the month so I can put all focus towards new content going into September (per our roadmap goals).
This update brings a whole new bonus location, featuring a brand new reward type - animation! There are only a few though, as we are just starting out and learning :)
We also listened to the most common complain - the game being too difficult, especially in the Courthouse location. We balanced the game and adjusted the number of bombs being spawned, rebalanced the reward of the symbols which grant extra turns, and other minor tweaks.
We also improved the tutorial a bit, explaining also all the skills, so that new players have a better experience!
Lastly, there is also one new achievement. We hope you will like it, there is also a 50% sale going on right now!
Today I am delighted to bring you a first peek at Perfect Tides: Station to Station, the upcoming sequel to Perfect Tides.
My team and I will be fundraising for the next month. If you would like to be a part of this independent player-supported project, click the link below.
Welcome Adventure Game friends and Pixel Art aficionados! We’re GameResort, a game development studio currently comprised of 3 people representing 3 nationalities. We’ve all been making games for a while, but this is the game we’ve been wanting to make all along.
We love pixel art. We love adventure games. We feel like the combination of both creates enough space to let your mind wander between the pixels in an adventurous exploration.
What’s the game?
The premise of Alabama Bones Adventures might seem familiar, but the satirical storyline comes with an important twist: the main character, an aging archeologist, finally realizes that there was really nothing noble about his collecting past. It was glorified theft all along!
You join our faded hero on a journey to return decades of stolen artifacts from museums to their rightful owners.
What’s the plan
Our goal is to provide a control scheme that feels native with both game controllers as well as mouse and keyboard. We aim to make the fun old school point and click adventure game you remember… minus all the tedious stuff that hasn’t aged well. As such we are taking great care to avoid extreme pixel hunting and illogical item management puzzles by automating your inventory.
The game will be broken down into chapters. The goal of each chapter is to return a specific museum artifact to its place of origin. The first chapter will take our hero to South America, where he will attempt to retrace his steps to an ancient Peruvian cave.
More chapters will be revealed over time, and they will take place on a variety of continents.
How to stay in the loop
If you have a minute, please wishlist our game on Steam. It helps a lot. You can also check out our website at www.gameresort.com for game updates and other news.
Backgrounds! You can now play as a band with a background, each having bonuses and penalties. Guardsmen Merchants Thieves Guild Rangers Wizards Northerners Pit Fighters or even just plain old vanilla (all existing save games will use this)
Potions! You can now buy (and craft via the Alchemy skill) potions of: Healing Strength Speed Energy Fire Courage Poison Gas
There are 5 new rare magic item types Glasses Crown Chalice Horn Mask
And 5 new magic item abilities Vampirism Ethereality Thorns Poison Terror
Balance changes for Easy Difficulty - before it was very hard to get XP as the battles were so easy... Big bonus added. (To a lesser extent, likewise for Normal difficulty)
Bugfix - sometimes you couldn't do an Active Skill (Like Defend) if you had the exact number of AP required.
Pursuing enemy on the strategic map could get very jerky - fixed to be a bit smarter about the number of times it needs to recalculate the route to the enemy.
Traits - this bug has been in there for a while - everyone was getting 5 traits, when it should be much fewer... Oops!
Various minor tweaks and fixes.
** EDIT ** Performance tweaks! I've cached a lot more graphics, so you should some speed improvements, especially when flicking between screens in a town, and when loading a new combat.
This week's update is a great one! Two big features have been added, and bunch of smaller ones are also joining the party! The first new feature is the "World Cup". This mini-event takes place every 4 years, during Spring Training. You will be asked if you want to take charge of an international baseball team, and lead them to victory! This is a nice break from the regular season. It's also a great feeling to play with stars from the entire league!
The second new feature is the "Bleachers' message" editor. This will allow you to post your own messages to the social network of the game. And this includes the possibility of running "polls". You can finally ask your fans what kind of popcorn they really want (and it's not the one with cheese). Is it a very useful feature? No. Is it fun though? yes, definitely!
Finally, this update includes a bunch of other changes, like the possibility to edit the name of any coach in the league, new team logos, and an improved logo picker! Check the complete list below for more info!
New Features
World Cup
"Bleachers' message" editor
Edit the name of any coach in the league
New team logos
Improved logo picker
Colors are now sorted during the creation of a custom team
A few bug fixes for the Prodigy mode (thanks Andy!)
SYRAK: the War in the Middle-East - SYRAK Strategy Game
For weeks I have been wanting to make this announcement. I am a solo-dev, doing what I can to support the game I made. I am just, this summer, in a middle of a very busy moment for personnal/family reasons, and I hope that I will be ready/able to come back to making some updates on the game very soon, heopfully in the coming months !