Nov 30, 2019
Meteorfall: Krumit's Tale - slothwerks
(Steam - Windows Build #121, Mac Build #13)

BALANCE
- DRAGON'S GOLD: Now converts items into 5 gold (from 3)
- Base gems from dungeon completion increased from 5->10 (was 20 originally)

BUGS
- HAMSTRING: Fixed a bug where the monster's attack would 'get weird' when you used hamstring against an enemy with only one non-attack effect
- Fixed a bug where the deck indicator in the shop wouldn't always update after buying a tile
- Fixed a bug where pressing ESC during the 'dungeon complete!' sequence would occasionally softlock the game
- Fixed a bug where the hero card would occasionally get stuck on the screen after battle
- Fixed a bug where Taunt could cause the boss to spawn in battle (Taunt no longer works in battle)
- Fixed a bug where pressing the num keys could 'select' tiles on the summary screen
- Fixed an interaction with Survivor / Poison that would occasionally softlock the game
- Fixed a bug where using a 1 durability weapon vs the Uberlich didn't open a spot for Doom to be added to the inventory
- Fixed a bug where cloning a spells that requires recharge would keep that tile's current recharge value
- Fixed a cosmetic issue where the map sometimes showed the wrong path.
- Updated several strings
Nov 20, 2019
Meteorfall: Krumit's Tale - slothwerks
We've been hard at work on the next bug fix update for Krumit's Tale! This is a pretty big bug fix, with many issues fixed - a big thank you to the community for continuing to report issues, and helping us make Krumit's Tale as great as possible!

NOTABLE CHANGES
Flat gem reward at end of dungeon reduced from 20 to 5 We found, while watching players stream, that gems were too plentiful, making buying decisions at the shop too easy. Decreasing the flat gem bonus for completing a level (while keeping the 'unused item bonus') makes shop purchases more thoughtful.

HAMSTRING: Now reads "Once per battle, activate this to cancel an enemy's non-attack action" (used to only affect Blitz actions)
This card felt too situational before, and this change should make the card more useful

MIGHTY SWING: Now reads "Increase your attack by an amount equal to your equipped melee weapons. Recharges after 6 rounds of combat"
This card didn't really feel impactful, and the fact that it exhausted made it pretty much only useful against bosses. The new design is something that can be used to much greater effect.

MYSTIC EYEPATCH: Now reads "When this tile is added to the dungeon, reduce the cost of abilities in the same column by 2"
The original design for this ability (reduce 1 cost abilities to 0) didn't have a very powerful effect, and the new ability is more versatile / interesting

POET: Now only clones abilities acquired if they are in the *bottom* row
This perk proved to be too powerful and was basically an auto-pick for Greybeard. This change makes the effect slightly more difficult to use, and requires more preparation in order to take full advantage.

FULL PATCH NOTES
Discuss on Discord: https://discord.gg/Ekwpgdg

IMPROVEMENTS
- Mousing over an enemy attack will now show a tooltip describing it
- Added a callout that highlights the shop the first time you reach it

BALANCE
- Flat gem reward at end of dungeon reduced from 20 to 5
- CLEAVE: Damage increased from 3 -> 5
- EXPLOSIVE RUNES: Now adds additional damage on top of the cost of the target ability "Destroy target ability. Deal #piercing damage to adjacent enemies equal to that ability's cost + 2. #Exhaust"
- LORD'S HELM: When used with Body Slam, it now costs 1 gold

REWORK
- HAMSTRING: Now reads "Once per battle, activate this to cancel an enemy's non-attack action" (used to only affect Blitz actions)
- MIGHTY SWING: Now reads "Increase your attack by an amount equal to your equipped melee weapons. Recharges after 6 rounds of combat"
- MYSTIC EYEPATCH: Now reads "When this tile is added to the dungeon, reduce the cost of abilities in the same column by 2"
- NG+6: Now reads "Health bonus from discarding tiles reduced to 1" (previously reduced base gem bonus from completing a dungeon)

NERF
- POET: Now only clones abilities acquired if they are in the *bottom* row

BUGS
- BLAST WAVE: Fixed a bug where when used with few items on the board, it would automatically trigger a victory condition
- BOAST: Fixed a bug where Boast would fully heal when acquired
- CHARGE: Fixed a bug where Charge wasn't doing the hero's full base damage
- CURSE OF GREED: Fixed a bug where Curse of Greed would cause other Curse of Greed tiles to cost gold to remove
- POET / PERFECT STORM: Perfect Storm no longer deals damage twice when acquiring extra tiles due to Poet
- SLEIGHT OF HAND: Fixed a bug where tapping the 'confirm' button when using Sleight of Hand would incorrectly add extra cards
- TELEPORT / JEWELED SLIPPERS: Fixed a bug where these cards would occasionally prevent certain enemies from being targeted
- TRASH GOLEM: Fixed a bug where this enemy was no longer shuffling items into the eck
- Fixed a bug where the 'primary attribute' (attack, block, etc... ) would continue to show on the tile after putting it back on the board
- Fixed a bug where gems weren't granted for gems remaining in the deck
- Fixed some issues related to tiles persisting on the screen between dungeons
- Fixed a bug where spamming space bar as you died would soft-lock the game
- Fixed a bug where cloned abilities didn't always have a gold cost
- Fixed a bug where exiting to the main menu during the reward selection would allow you to pick an extra reward
- Fixed a bug where clicking on skills in your inventory after the last enemy died would soft-lock the game
- Fixed a bug where tiles would sometimes 'stack' when using targeted abilities
Meteorfall: Krumit's Tale - slothwerks
Meteorfall: Krumit's Tale is now available on Mac OS X! One of the most common questions that we've gotten from players since our initial launch is when they'd be able to play Krumit's Tale on Mac. We initially focused on a Windows release, to stay focused and to limit any confusion about platform specific issues during the busy Early Access launch window.

Since Krumit's Tale is built on top of the game engine Unity, it was relatively easy for us to get the Mac OS X build up and running. The great news is that Krumit looks *fantastic* on the Macbook retina display.

We hope you'll love it!

Nov 12, 2019
Meteorfall: Krumit's Tale - slothwerks
It's been a *crazy* and exciting week with the launch of Krumit's Tale on Steam Early Access! We've been watching streams, streaming ourselves, responding to players, and have also been hard at work fixing bugs. The first week has been amazing, and we want to thank everyone for all the support! We appreciate you taking a risk on our small game, and we have a lot of great content in store for you during Early Access!

The focus thus far has been stability and bug fixes. With that in mind, before we get into new content, we're focused on cleaning up the existing content and making sure we squash as many of these bugs as possible. Up next, we plan to see (fingers crossed!) about getting a Mac build up and running.

Good luck have fun!
@Slothwerks

PATCH NOTES
______________________

Discuss on the Krumit Discord

[Nov 12 2019]
Steam Build #116

IMPROVEMENTS
- When selecting a hero, you'll now see their starting perk
- When selecting a hero for which you've beaten the game but have *not* unlocked all the tiles, you should now see the option to start New Game+

BUGS
- Items that are cloned through some means (Dual Wield, Sharpen, Witch's Broom, etc...) now keep the effects (reduced cost, increased damage, etc... ) of the original item
- Fixed a cosmetic issue where the bottom of tiles were cut off in the box
- CHILL STAFF: Fixed a bug where defeating the last enemy with this item and having it cause the 'Replace Dialog' to show up would soft lock the game
- TAUNT: Fixed a bug where a negative value for 'number of enemies to defeat to recharge' would occur
Meteorfall: Krumit's Tale - slothwerks
For all the new Krumit's Tale players, we've got a great beginner guide written up! Krumit's Tale should feel familiar to players of other deck building games like Dream Quest and Slay the Spire, but there are some key differences to get used to. If you're struggling to deal with the Uberlich's evil minions, take a look at the guide for some basic tips!

Krumit's Tale - A Beginner's Guide
Meteorfall: Krumit's Tale - slothwerks
After nearly 2 years in development, Meteorfall: Krumit's Tale is finally launching on Steam Early Access on November 6th!

What about iOS / Android?
Krumit's Tale has been designed from the ground up to be playable on both iOS and Android. The current goal is to leave Early Access with a full release that will include all platforms, in 2020. Prior to that, we'll also be doing a beta test for iOS / Android that will begin in either late 2019 or early 2020 - more details about that to come.

What's included in Early Access?
Krumit's Tale is already playable from beginning to end. 2 heroes (Bruno and Greybeard) are currently playable, with 2 or 3 more heroes to be added during Early Access. There is already a 'New Game+' mode to unlock, which adds increased difficulty, after beating the game. Still to come are additional modes, such as daily challenge. As more content is added, the price will increase.

How long will Early Access last?
We we expect Early Access will last 6-12 months before full release. The schedule will be partly driven by the community and what features players gravitate towards.

For fans of our original game, Meteorfall: Journeys, and new fans alike - we hope you enjoy Krumit's Tale!
Meteorfall: Krumit's Tale - slothwerks
[PATCH NOTES]

Full notes: https://krumits-tale.com/krumit_patch_notes.txt
Discuss on Discord: https://discord.gg/Ekwpgdg

[Week 41 Build]

IMPROVEMENTS
- [PC ONLY] Space/enter now dismisses tutorial OK buttons

BUGS
- BODY SLAM: Fixed a bug where this ability could be used more than once per battle
- BOAST: Fixed various issues related to Boast
- CROSSBOW: Correctly shows a piercing icon
- Fixed a bug where Uberlich forced you to replace a tile when adding a Doom tile to your hand
- Fixed various issues related to 'death prediction' and the 'X' indicator
- Fixed various bugs with the 'Replace Tile' screen
- Fixed a bug where the dungeon name on the map was cut off on mobile devices
- Fixed a bug where equipping debuffs like Stupidity in battle would remove them after attacking, without paying the cost
Oct 2, 2019
Meteorfall: Krumit's Tale - slothwerks
Work continues as we march towards the Early Access release. As usual, thanks to all all the testers who submitted feedback!

In terms of new content - we have a couple new cards (Boast, Intimidate) and new NG+7 and NG+8 difficulty modes. There are also some PC specific improvements regarding keyboard controls, which should hopefully make the game feel more smooth when using a mouse / keyboard combo.

[PATCH NOTES]

Full notes: https://krumits-tale.com/krumit_patch_notes.txt
Discuss on Discord: https://discord.gg/Ekwpgdg

[Week 40 Build]

NEW
- BRUNO: New abilities: Intimidate, Boast
- NG+7, NG+8 difficulty levels added

IMPROVEMENTS
- [PC Only] Can now change resolution in game
- [PC Only] Spacebar / enter now work in more places to confirm selections
- Added a small icon to items that are piercing

BUGS
- CHILL STAFF: Fixed a bug where Chill Staff no longer triggered the Poet perk
- ROYAL GUARD: Fixed various issues where the 'defended' property was not properly applied to adjacent units
- UBERLICH: Fixed a bug where his 'Doom' ability would get stuck if you died while it was being added to your inventory
- CHARGE: Fixed an issue where the tooltip wasn't updated properly
- Fixed a bug with Knucklehead / Chill Staff where adding both abilities to your deck would put the game into a weird state
- Fixed bugs with various cards such as Taunt or Witch's Broom where shuffling cards back into the deck would only spawn 1 card - the board will now be filled properly if you shuffle multiple cards into the deck
Meteorfall: Krumit's Tale - slothwerks
The fixes and improvements continue!

This week adds some new content in the form of two new abilities - one for Bruno (Rage) and one for Greybeard (Disintegrate) as well as two new perks - Hornet and Cautious.

There are also several balance tweaks and a QoL improvement that adds a counter to abilities that are rechargeable.

The plan for next week is to keep adding PC improvements (better keyboard support), a couple more abilities, new NG+ levels, and more bug fixes as we march towards the Early Access release.

Thanks to all players for the feedback so far!

@slothwerks
________________________________

[PATCH NOTES]

Full notes: https://krumits-tale.com/krumit_patch_notes.txt
Discuss on Discord: https://discord.gg/Ekwpgdg

[Week 38 Build]

NEW
- GREYBEARD: New ability: Disintegrate
- BRUNO: New ability: Rage
- PERKS: Cautious, Hornet

IMPROVEMENTS
- Tooltip smaller - should no longer block your health value
- Abilities that can be recharged now show a counter/cooldown

BALANCE
- TOXIC VAULT: +1 Trash Golem; Globbers gain a poison attack
- SCRAPPER: Now applies damage bonus vs enemies with Block
- NUKROPOLIS: Additional enemies added to this dungeon (may need more balance tweaks)

BUGS
- ICE STAFF: Fixed an issue where this item gave double copies of Ice Bolt
- ROYAL GUARD: Fixed some bugs that prevented the 'guarding' effect from being applied in some cases
- Fixed a critical issue affecting players with fresh v1.2 saves
- [PC ONLY] Numpad # keys should now properly activate tiles in inventory
- Fixed a bug where opening Krumit's note as a battle was ending
- Poet should no longer duplicate Frenzy
- Fixed a bug where retreating from enemies with Block wouldn't properly remove the block after battle
- Tapping space bar rapidly should no longer queue multiple attacks
- SILENCE: Curse no longer prevents removal of debuffs (eg: Stupidity) from your inventory
- Thorns now properly deals piercing damage
Sep 14, 2019
Meteorfall: Krumit's Tale - slothwerks
Another week, another patch!

Thanks to all the testers who've tried submitted bug reports and given their feedback on the New Game+ difficulty modes! This update includes a bunch of fixes to improve stability, as well as some new UI improvements suggested by testers.

For testers *not* on Beta branch, this is the first update that includes the new NG+ difficulty mode content. You'll need to complete the game again in order to unlock it.

One improvement that came from testers / streamers was a desire to see a preview of the upcoming dungeon to add more strategy in choosing what items to buy. The UI may still change a bit, but I've added a 'coming up' UI between rounds to help you better prepare for the challenges ahead.

I hope you enjoy! Would love to hear your feedback here in the Steam discussion threads, or you can join us on Discord as well: https://discord.gg/Ekwpgdg

@Slothwerks

___________________________________

[Week 37 Build]

NEW
- Defeating the Uberlich unlocks New Game+! With each victory, a new difficulty modifier is added, making the game increasingly difficult. (This was previously available on the Beta branch - now available on release branch)
- Updated maximum NG+ level to 6

IMPROVEMENTS
- [PC ONLY] Spacebar / Enter now triggers an attack when in battle
- [PC ONLY] Keys '1' '2' '3' '4' can now be used to toggle items in your inventory
- [PC ONLY] Dungeon name and NG+ level now shown during the game in the lower left
- In between rounds, you can now see all the enemy types coming up, to better plan which tiles you might want to buy
- Can now view perks / deck during both the 'treasure' and 'perk selection' screens
- Pre-mature taps no longer auto select items in the mint box

BALANCE
- SHARPEN: Cost 3->1
- ORACLE ROD: Cost 5->4. Cost is now reduced by # of enemies with afflictions, rather than total # of afflictions

BUGS
- LIONGUARD: No longer adds block when facing an 'multi attack' the does 3 or less damage
- BATTLE SONG: Now recharges when you acquire CROSSBOW or LONGBOW. However, description updated to affect only melee weapons.
- DEMON BLOOD HELM: Fixed a bug where this wasn't restoring the proper amount of health
- Fixed an issue where fleeing with thorns would leave a 0 HP enemy on the board
- Fixed an issue where activating a targeted tile (eg: Crossbow) in battle and leaving battle would not remove the 'confirmation arrow' form the tile
- Fixed an issue where freezing someone mid-fight didn't update their attack damage
- Fixed a bug where killing the last enemy in the dungeon with the SAVAGE perk would leave behind a floating FRENZY tile
- Fixed a bar that would sometimes show two 'Krumit's Notes' dialogs when tapping the next tile
- Fixed a bug with NG+ that showed "start with -1 health" (should have read "-2")
- Fixed an issue where the patch notes in-game showed up as blank
- Fixed a bug where the NG+ modifier that increases monster health would be applied every time a monster was added to the dungeon, intead of just once
- Various small tile description tweaks and fixes
...