It’s been a turbulent start since releasing the demo, with fixes and adjustments needed all over the place. But I’m excited to finally focus on updating and improving the Card Chronicles experience.
I recently got lucky and could get Final Boss Editing to review Card Chronicles' story. As luck would have it, he’s a huge fan of deckbuilders and decided to give Card Chronicles: Devious Deck a try. You can watch his playthrough here:
I’ve been eagerly analyzing every step he took, every comment he made, and each bug he encountered. It’s incredibly valuable to receive such in-depth feedback on my game, and I hope to return the favor someday.
Now, back to Card Chronicles: Devious Deck. I want to address the term "War of Attrition" that’s been brought up. At some point, every choice the player makes seems to become meaningless in the grand scheme of the game, reducing gameplay to using any card as long as it deals damage.
I understand that this issue arises from several factors, and I aim to tackle one of them with the upcoming update. Previously, players couldn’t predict enemy turns, making it difficult to plan defenses or guards effectively.
I am currently implementing distinct enemy behavior, which can be predicted and therefore offers new ways to build your deck with more reason, making for a more interesting battle encounter and leveling up the game's base mechanics, hopefully weakening the "War of Attrition."
The update is likely to roll out on Friday, July 19th.
Improved: medkits, grenades & claymores are now unlimited and no longer needs to be refilled Improved: planted claymores disappear after respawning Improved melee hit for high ping Improved: secondary melee damage for last part of the swing Improved: reduced theme music volume Improved: return to Base Camp after a duel Improved demolitions character weapon hold/sprint Optimized: reduced memory foot print Fixed knife hold in first person Fixed: duplicate Control Points in A7 Autobahn Fixed an issue spawning when an item is equipped multiple times Fixed an issue with empty equipment after removing a utility item in Utility mode Fixed sliding when stopping from sprint Fixed jump animation not playing with melee weapon Fixed an issue with character becoming invisible after exiting Hummer & joining a new match Fixed: Invisibility bug near point C in Favela Fixed: invulnerability in Favela after running between rooms Fixed playtests starting & ending a day early
TLDR - Work has been started on 1.13 and I hope to have it released in the coming months, it will bring a new map and remove a lot of tech debt from the code base which will allow me to develop new features faster.
Hello!
This is the first development update I'm going to post about Wyoming Winter, I plan to do these semi regularly.
Work has started on version 1.13, my plan with this version is to remove a lot of tech debt that is currently stopping me from developing features that I think would help the game immensely and by doing so add a new map to acompany the current office map.
This update will take some time to finish I estimate around two months to develop, test and release but afterwards should lead the way to more frequent and higher quality updates.
I'll be fixing some issues in this update as well such as the jump movement tech that allows players to travel at immense speed around the map.
Player counts have been on the rise month after month with an increase in monthly Vivox (voice chat functionality) users by ~30% each month since January, this is very engouraging and I'm hopeful for the future growth of the playerbase.
If anyone has any suggestions please do reply or send a tweet to @ValleyHoundUK
I have added some new shrimps and made a couple of changes.
Added These Shrimps:
🦐 Main Changes this patch: - Added the ability to unequip an item by clicking on it again in the in-game inventory. - Fixed the pre-selected items not being highlighted during the game loading. - Removed 15 Shrimps from the drop pool. - Added 15 new Shrimps to the drop pool.
🍤 Detailed Drop Changes this patch: - Added "Grapefruit Shrimp" [Rare] - Added "Pomelo Shrimp" [Rare] - "Watermelon Shrimp" No longer drops. [Rare] - "Tiger Shrimp" No longer drops. [Rare]
Visual improvement on map elements so that they are better visible, with a colored outline.
Gems that are put into equipment count as item level and the sale price is added to the item price.
Balancing
Player
Reduced damage taken and damage increase for the skill “Mana-Infused Strike” (Fighting Mage).
Increased experience gain on higher quest levels.
Quests reward gold.
Spinning attack, cooldown reduced from 8 to 6 seconds, damage -20%.
Modifications have been made to rage in order to make it viable builds also on bosses and a little less powerful on groups of weak classic monsters: loss per second goes from 2 to 1. Point gained per hit taken goes from 3 to 1. Rage gain per breath point spent is 20% base.
The skills “Superhuman Reflex” and “Lightfooted” are reduced to the amount of resources used.
Enemies
Elves who attack from a distance with stunning rocks: cast time increased from 1.2 seconds to 1.8 seconds. Damage +50%, speed -33%.
Powerful Melee Elves: The skill that reduces damage taken stacks every 5 seconds instead of every 2 seconds.
Elite Random Skill: Cold Zone does 33% less damage and appears every 7 seconds instead of every 5 seconds.
Elite Random Skill: Fire Zone changes from 4 seconds cooldown to 3-7 seconds randomly.
Quests and mission
-20% monsters to kill for small area missions.
+20% elite to kill for medium and high difficulty missions.
Rank 2 progression quests have been changed to “Total Power” (500 changed to 800) as well as “Powerful Equipment” (1000 changed to 400).
It will be easier to find keys for high-level content.
Bug fix
Ranked global quests can now be successfully completed and flash correctly in the UI.
Enchanted Mountain Dungeon Land: The wall at the bottom has been removed, resurrection pillars are correctly counted.
The player no longer goes underground in the crypt area of the town of Granock.
The entrance to the crypt from the town of Granock is correctly closed.
The power on equipment which allows you to have infinite skeletons works correctly.
The power on equipment that causes absorption shield to be gained every X seconds has a good description.
A wall has been added to the southwest area of the swamp in order to reach a chest.
Teleport and Rune Pillar images on the map are correctly loaded and modified if they have already been discovered.
5 bosses have had their rarity changed (3 in the exterior zone and 2 in the interior zone): The goal being to have 1 secondary boss in the smaller zones, and 1 main boss in the larger zones, in order to each times being able to complete zone quests.
All secondary bosses are at least rare in difficulty.
In the Swamp Cave, the Rune Pillar is correctly recoverable.
On the “summits” terrain, Ortharion fragments are correctly recognized from afar.
Skills that have “+X% damage for each summon” as well as “+X% damage for each spirit” are correctly taken into account.
Mass identification uses the right number of scrolls for the right number of objects to be identified.
You are no longer stopped while harvesting an Ortharion fragment if you take damage (which was often the case with damage over time).
Bonus 4 damage bonus per elemental symbiosis present works correctly.
Rune pillars are correctly visible on the minimap.
The 21 lands are correctly available on the zone choice interface.
An image is no longer present in duplicate on the zone selection interface.
Visibility pillars correctly make part of the map visible.
The description of the power which allows you to activate “rapid healing” when you reach 35% of your life points also indicates that you gain “absorption shield”.
Icons on the map are correctly removed from one instance to another.
Fixed a bug that was present when an item had runic power and a gem socket at the same time. Now the item shows the runeword interface, when you have a runeword it will then show the gem interface.
The description of the power on equipment which allows you to gain "progressive power" when you do damage is correctly displayed.
In the options the shortcut keys to see: “objects on the ground”, “interact with NPCs” or “pick up objects on the ground” are correctly modifiable.
Objects that are knocked to the ground can be passed through after 0.5 seconds.
The power on equipment that does damage based on the number of your health points does the right amount of damage.
The power on equipment which gives a 10% chance of triggering "fire burst" with a fire/cold/lightning skill does not work well with this type of element and not others.
Upgrading a weapon to legendary rank no longer causes the game to stop at startup.
Introducing the latest instalment in the Low Poly range of GameGuru MAX assets - the Mage Weapons: Melee Asset Pack!
The Mage Weapons: Melee pack expands the range of melee style weapons available to you to use in your creations. From the mystical arcane battle staff, twisted iron staves and woodland sceptres imbued with crystalline power; wield a great arsenal of wizardly weapons to use and abuse your enemies with upon the glorious field of battle!
Featured in this pack are thirty-four brand new weapons, from wands, staves, battle staffs befitting the highest pious priests to the most dark and twisted necromancers - and everything inbetween!
Adapted for the GameGuru MAX engine by the artist 'Kasseyus', all weapons and character parts are fully compatible with the existing character creator parts, increasing the customisable choices available to choose from!
Optimised exclusively for use in GameGuru MAX and geared to make great use of VR, explore like never before, with the Low Poly range of assets for GameGuru MAX!
You can check this great Mini-Kit out on Steam here: