Mar 19, 2020
Meteorfall: Krumit's Tale - slothwerks
Hot on the heels of the Mischief release, we're preparing to release Hero #4 - Muldorf - onto the beta branch! Muldorf is a necromancer that summons skeletons to do his bidding and fight for him.

Read on to learn about how Muldorf works in Krumit's Tale, and when he'll be available.



Howdy, Neighbor!
Before he known as 'Muldorf Necrodude', he was known as Mulford. Mulford was a fine hero that slay enemies and protected the weak. During one quest, Mulford came across a chest with a bottle labeled 'Finest Dry Gin'. He looked both ways to make sure no one was looking, and then brought bottle to his lips.



His eyes grew wide immediately. This was no ordinary bottle of gin. As the potent liquid poured down his throat, Mulford heard the laugh of mischievous djinn cackling in his head. He'd been possessed by a dark djinn - one obsessed with necromancy and blood magic.

Mulford was never quite the same after that. In fact, his mind wasn't the only thing that been in scrambled - he forgot even his own name. On that day he was reborn - as Mulford Necrodude!

As it turns out, Muldorf is quite friendly. He lives in a bustling town and greets his neighbors each morning. Although he dabbles in dark rituals and raising the dead, he's often the life of the party.

How do minions work?

One of the trickiest parts about the development of Muldorf was figuring out how minions would work. We went through multiple designs before settling on the current design. The key is Muldorf's starting perk, called 'Necrodude'.



Whenever Muldorf slays an enemy, they leave behind a Tombstone. You can pay 3 health to remove the Tombstone from the board and 'summon' a Skeleton minion, which is added to your inventory like an item or ability.



The basic Skeleton minion you can summon has 2 attack and 5 health, and can defeat many basic enemies on it's own. When you select a minion, it swaps places with your hero in battle. It deals damage just like your hero, and takes damage in place of your hero. Experienced necromancers will recognize the value of sending it a poor skeleton to take a big hit in their place!



Although most of the minions you summon are basic Skeletons, you can also summon Ancient Skeletons and Garbage Golems. It's also possible to buff the attack and health of your minions to make them stronger or more resilient.


When will Muldorf be available?
We're finishing up some internal playtesting of Muldorf and plan to release him on the beta branch in the next couple weeks. Anyone that owns Krumit's Tale can easily opt-in to the beta and try him out immediately. We anticipate he'll be on the beta branch for a few weeks so that we can tweak him before releasing to the main branch.

Fan Art!
I wanted to feature some fanart as well - I love seeing artists drawing some of the characters of Meteorfall


This super cute Mischief was drawn by noe @ /r/PortraitProphecies and shared in our Discord.


A few months ago, FragdPeas [[url=https://www.instagram.com/fragdpeas]Instagram[/url]] posted these great character designs in /r/Meteorfall - such great characters in the style of Evgeny Viitman!

If you have any fan art you'd like to share, please let me know on Steam, Discord, Reddit, Twitter - wherever - and I'd be glad to share it with the community!

Price Increase
Like with Mischief, we're planning to increase the price of Krumit's Tale as we add new content, and that includes Muldorf. Once Muldorf leaves beta and gets added to the main branch, the price will be increasing again. We'll probably do a small sale right before we raise the price. We anticipate Muldorf will be on the beta branch for a few weeks before merging to the main branch.

Thank you!
Thanks again to all the fans and supporters who've submitted countless pieces of feedback and bug reports - Krumit's Tale wouldn't be where it is today without the support of the community. We can't wait to share Muldorf with you in the coming weeks, and we hope you're excited as we are to check him out!
Meteorfall: Krumit's Tale - slothwerks
Got another patch this week with some fixes! Most notable: after getting some feedback from Mischief players about bad RNG. I tweaked the initial shuffle of the dungeon deck to be more forgiving, and hopefully reduce the amount of bad RNG some players have faced during their run. As you're playing (especially with Mischief) keep an eye out for bad starting RNG, and let me know if things seem to be better in the latest patch.

Full patch notes below:

[IMPROVEMENTS]
  • Tweaked the initial shuffle of the dungeon to 'de-streak' long streaks of monsters. This is in response to player feedback that bad shuffles can make it hard to for Mischief to do anything early in the dungeon. Tweaking the RNG isn't an exact science, so keep an eye out as you play and let me know if it feels any better!

    [BALANCE]
  • Removed Sleight of Hand ability. Replaced with 'Lucky Ace', which has the same effect

    [BUGS]
  • #162 - Fixed a bug where the top bar would disappear when replacing a tile
  • #266 - Fixed a bug where the Street Rat 'free tile' bonus wasn't working as inteded
  • #270 - Fixed a bug where Spear wasn't affected by the Warmonger perk
  • Fixed a bug where the 'Run Summary' screen showed the wrong logo when the language was set to Simplified Chinese
  • Fixed various other minor issues related to string translations in Simplified Chinese
  • Fixed a bug where armor would lose durability when attacked by frozen enemies
  • Fixed a small bug in the description of Plaguebringer
Meteorfall: Krumit's Tale - slothwerks
After several months in beta, the newest hero - Mischief, the rogue - is ready to join the battle!



New mechanic - Stealth
Like all good rogues, Mischief prefers to attack from the shadows. Her starting perk - Riff Raff - gives her a -1 base attack bonus, but automatically grants [Stealth] when she attacks an enemy that's alone on its row. While attacking from stealth, Mischief will deal +2 damage (+3 if you have a weapon) and also gain [Blitz] (meaning she'll get to attack first).

Because Mischief has only 1 base attack without stealth, it's imperative to manipulate the board state in order to take advantage of her perk, and to pick off enemies that are alone. Mischief can also use abilities like Knockout, which allow her to shuffle targeted enemies back into the deck - perfect for getting enemies out of the way and setting up a stealth attack.



More than 40 new items and abilities
Mischief features more than 40 new items and abilities! Use new abilities like Heist to steal expensive items without paying the cost, or the Dragorn Fang dagger - a dagger that does tons of extra damage while you're attacking from stealth.


Steam Achievements
One of the most requested features are Steam Achievements, and we're happy to announce that we've introduced 20 in the Mischief Update! We have plans to add a lot more during Early Access, so stay tuned!


Plus a whole lot more!
Mischief wasn't the only one who got love in this patch! We've reworked Greybeard's Freeze and Burn mechanics as well. Both have been significantly buffed and tweaked to make playing with the elements a lot more fun. In addition, we added several new perks and items / abilities for both Bruno and Greybeard, to help keep things fresh.

What's Next?
We're already hard at work on Hero #4 and will be sharing more details on the hero soon! One of the design goals in Krumit's Tale is that each hero should feel unique and interesting, and Hero #4 is no exception. Over the next month or so, we'll share more details about the new hero. We plan to follow a similar pattern with Mischief - an open beta for a few weeks, adjusting the hero based on feedback, followed by a main branch release.

Thank you!
And finally - a big thank you to all the supportive fans that have helped get Krumit's Tale to where it is today! Your excitement and enthusiasm helps inspire us to go above and beyond, and keeps us motivated through all the tough parts of game development. You are all awesome!

Check out the full patch notes below

______________________________

PATCH NOTES

Full notes: https://krumits-tale.com/krumit_patch_notes.txt

GOT A BUG REPORT OR FEEDBACK?
Check out our Discord {LINK REMOVED}
Submit feedback automatically by typing !bug or !feedback.

HIGHLIGHTS
  • A new hero joins the fray! You can now play as Mischief, a sneaky rogue that relies on stealthy attacks and poison to defeat her foes!
  • Introducing 20 Steam achievements - more to come in the future!

    NEW FEATURES
  • Run History: Review previous runs - see what card you used, how long the run took, etc...
  • Encyclopedia: Keep track of what enemies, items, and abilities you've seen, and look up any tile to read the lore

    OTHER MAJOR CHANGES
  • Poison now stacks. It deals damage equal to its level, then its level reduces by 1
  • Burn now stacks. When enemies move, they take damage equal to the burn stack, then decrease the burn stack by 1
  • Now reads 'Frozen enemies have 0 attack. Remove after 1 round in battle'

    NEW TILES AND PERKS
  • PERKS: Toxic, Ghost, Cool, Street Rat
  • BRUNO: Crowbar, Miner's Hat
  • GREYBEARD: Jumpstart, Ancient Tome, Gust of Wind, Surging Flame, Snow Parka

    BALANCE
  • SLITHERING SWAMP: Removed 1x Globber, 1x Trickster
  • COUNTERFEIT: Cloned items that generate an extra copy (eg: Shredders) now generate an *exact* copy, which includes durability
  • TOXIC: Stab now always applies poison, regardless of whether the enemy is already poisoned
  • GOLDEN SAI: Durability -1, Cost 4->5
  • ARCHMAGE'S AMULET: Rare -> Uncommon
  • WITCH's BROOM: Uncommon -> Rare, Cost 2-> 3
  • AMANITA ESSENCE: Common -> Rare
  • BLASTWAVE: Cost 5 -> 6
  • HEIST: Cost 2 -> 1
  • GOAT AXE: This item now also adds [Blitz]

    REWORKS
  • EVISCERATE: Now reads 'Deal 4 [piercing damage]. Use 4 abilites to recharge'
  • BARTHOLOMEW: Now reads 'At 60, 40, and 20 health, add #burn (3) to this tile and shuffle it back into the deck. Attack +1 for each stack of burn'
  • SCORCH: Now reads 'Deal 3 #piercing damage to target enemy and inflict #burn (1). #Exhaust'
  • CHAR: Cost 0 -> 1 Now reads 'Inflict #burn (3) on target enemy. #Exhaust'
  • INCINERATE: No longer removes #burn. Bonus damage vs burning enemies 4 -> 6
  • BLASTWAVE: Now reads 'Deal 5 #piercing damage and #burn (5) enemies in the bottom row. Shuffle them back into the dungeon deck. #Exhaust'
  • FIRESTARTER STAFF: Now applies Burn (2)
  • SHATTER: Now reads 'Increase your attack with a weapon by {0} and apply #stun when attacking a #frozen enemy. Recharge after {1} rounds in battle'
  • ICICLE DAGGER: Damage 1 -> 2. Now reads "Gain durability when you freeze an enemy"
  • SNOWBALL: Cost 0 -> 2
  • SNOW SHOES: Now reads 'Cost reduced by 1 for each frozen enemy in the same row or column'
  • ELEMENTAL DESTRUCTION: Now reads 'Apply Burn (3) and freeze all enemies'
  • FREEZE ARMOR: Now reads 'Gain 6 #block and apply #freeze to an attacking enemy. Recharge after 6 tiles are added to the board'
  • CHILL: Now applies freeze only the first time you're attacked

    OTHER CHANGES
  • TRANQUILIZER: New graphic (old Tranquilizer graphic is used for 'Dart Gun'
  • CURSE OF RADIATION: A new curse that shows up in NG+

    IMPROVEMENTS
  • Trashing a tile (removing it from your deck) now grants 5 gems
  • Hovering over keywords and cards shows their effectgs
  • When fighting a monster, its attack pattern is shown
  • When shuffling cards into the deck, the top card is no longer included in the shuffle

    CHANGES BASED ON COMMUNITY FEEDBACK
    Check out our Discord https://discord.gg/UvTDUqd
    Submit feedback automatically by typing !bug or !feedback.

  • [#5] - WARMONGER: Now properly affects the Short Sword granted from the Adventurer perk
  • [#9] - Fixed a bug where the Biker enemy's description showed that it's attack would increase by +2, but it's increased by +1
  • [#12] - ZAP: Description now shows how much damage will be dealt, dynamically
  • [#19] - Fixed an issue with Fight Button placement
  • [#23] - Reworded Mighty Swing so that its effect is more clear
  • [#30] - Hovering over a keyword now shows its effect
  • [#34] - Fixed a bug where enemies making a blitz attack would clear block from previous turn
  • [#35] - Royal Guard now only protects other enemies on the same row instead of adjacent enemies
  • [#51] - Fixed a bug where resuming an NG+ game with the "Tile discard restores 1 health" modifier was in affect would not behave properly after resuming
  • [#54] - Fixed a bug where Jackal Assassin had the wrong name (Jackal Vagabond)
  • [#55] - Fixed a bug where Lockbox or other cloned items would show their gold cost while in the inventory
  • [#59] - Fixed a lockup while using 2 copies of Mighty Swing
  • [#64] - Increased perk list scroll speed
  • [#69] - Fixed an issue where the boss intro displayed during battle
Meteorfall: Krumit's Tale - slothwerks
This week primarily brings some *big* changes to how Freeze works. Previously, frozen enemies would deal 1 less damage per attack. It didn't stack, and battles had to last a long time before you could get any real value out of it. Now, freeze lasts only 1 round, but instead, reduces the enemy's attack to 0. This big change makes freeze a lot more powerful, and with careful play, means that you can effectively disable some pretty powerful attacks!

To accommodate such a big change, we reworked a ton of Greybeard's items that add freeze (listed below). Check out the latest changes on the beta branch and let us know what you think on Discord, Reddit or in the Steam forums!

GOT A BUG REPORT OR FEEDBACK?
Check out our Discord {LINK REMOVED}
Submit feedback automatically by typing !bug or !feedback.

[February 26, 2020 @ Beta Branch)

MAJOR CHANGES
  • Now reads 'Frozen enemies have 0 attack. Remove after 1 round in battle'

    NEW
  • GREYBEARD: Snow Parka (new item)

    BALANCE
  • ICE PICK: Rare -> Common

    REWORKS
  • SHATTER: Now reads 'Increase your attack with a weapon by {0} and apply #stun when attacking a #frozen enemy. Recharge after {1} rounds in battle'
  • ICICLE DAGGER: Damage 1 -> 2. Now reads "Gain durability when you freeze an enemy"
  • SNOWBALL: Cost 0 -> 2
  • SNOW SHOES: Now reads 'Cost reduced by 1 for each frozen enemy in the same row or column'
  • ELEMENTAL DESTRUCTION: Now reads 'Apply Burn (3) and freeze all enemies'
  • FREEZE ARMOR: Now reads 'Gain 6 #block and apply #freeze to an attacking enemy. Recharge after 6 tiles are added to the board'
  • CHILL: Now applies freeze only the first time you're attacked

    BUGS
  • #195 - Improved 'death prediction' to take into account Biker's increasing attack
  • #225 - Fixed an inconsistency where drafting didn't trigger 'on acquire' effects
  • #234 - Fixed an inconsistency where Brass Knuckles was applying Stun inconsistently
  • #235 - Fixed an issue where Hidden Blades wasn't correctly spawning Stab cards on the board when the deck was empty
  • #236 - Fixed an issue where Chill Staff / self damaging enemies would cause a Frostbolt tile to hang, if the enemy killed is the last enemy
Feb 13, 2020
Meteorfall: Krumit's Tale - slothwerks
Smaller patch this week, focused mostly on bugs / QoL changes, as we're working in parallel on Hero #4 - more details on the new hero in the coming weeks!

You can also discuss Krumit's Tale on Discord and Reddit /r/Krumits/Tale

Full patch notes below!

PATCH NOTES
GOT A BUG REPORT OR FEEDBACK?
Check out our Discord {LINK REMOVED}
Submit feedback automatically by typing !bug or !feedback.

BALANCE
  • GOAT AXE: This item now also adds [Blitz]

IMPROVEMENTS
  • #184 - Number of enemies is now shown in the deck
  • #187 - Tapping an enemy in the 'next tile' preview or Encyclopedia shows that enemy's attack pattern

BUGS
  • #178 - On NG+4, 'next tile' preview for monsters correctly shows increased max HP
  • #180 - Fixed a bug where death prediction occurred incorrectly when player had thorns vs. a stunned enemy
  • #191 - On NG+5, fixed a bug where the "Discarding only restores 1 health" mod wasn't applying
  • #198 - Moved monster attack pattern preview to the left side to prevent overlap
  • #201 - Fixed a bug where death prediction incorrectly showed 'death' for the player mid-battle
  • #203 - HAMSTRING now correctly cancels the Doom ability in the Uberlich battle
  • #212 - Fixed a bug where keywords could be duplicated on the right-hand keyword bar
  • #220 - TAUNT fixed a bug where this ability would softlock when used after a resume
Feb 6, 2020
Meteorfall: Krumit's Tale - slothwerks
The beta branch is currently mostly focused on Mischief, but we took the opportunity to make some super cool changes to the [Burn] mechanics. Simply put - burn now stacks (like poison). This means that you can stack burn on enemies and manipulate the board to handle dangerous enemies out of combat.

Many of Greybeard's tiles have been modified to reflect this improved playstyle. Additionally, he gains Surging Flame - a powerful tool to inflict burn on a large swath of enemies. He also gains Gust of Wind, which helps him manipulate enemy positioning in order to deal maximum burn damage.

Besides the burn changes, we also modified 3 of Mischief's items based on community feedback.

You can also discuss Krumit's Tale on Discord and Reddit /r/Krumits/Tale

Full patch notes below!

PATCH NOTES
GOT A BUG REPORT OR FEEDBACK?
Check out our Discord {LINK REMOVED}
Submit feedback automatically by typing !bug or !feedback.

NEW!
  • PERKS: Street Rat
  • GREYBEARD: Gust of Wind, Surging Flame
  • PERFECT STORM: New tile art

MAJOR CHANGES
  • Burn now stacks. When enemies move, they take damage equal to the burn stack, then decrease the burn stack by 1

REWORKS
Mischief
  • THIEF GLOVE: Now reads 'When you flee - if this item is active, gain 1 gold'
  • BRASS KNUCKLES: 'If your attack has #blitz, #stun your opponent after you attack"'
  • LEATHER ARMOR: Now reads 'When you flee - if this item is active, gain #stealth'

Greybeard
  • SCORCH: Now reads 'Deal 3 #piercing damage to target enemy and inflict #burn (1). #Exhaust'
  • CHAR: Cost 0 -> 1 Now reads 'Inflict #burn (3) on target enemy. #Exhaust'
  • INCINERATE: No longer removes #burn. Bonus damage vs burning enemies 4 -> 6
  • BLASTWAVE: Now reads 'Deal 5 #piercing damage and #burn (5) enemies in the bottom row. Shuffle them back into the dungeon deck. #Exhaust'
  • FIRESTARTER STAFF: Now applies Burn (2)

Enemies
  • BARTHOLOMEW: Now reads 'At 60, 40, and 20 health, add #burn (3) to this tile and shuffle it back into the deck. Attack +1 for each stack of burn'

BALANCE
  • SLITHERING SWAMP: Removed 1x Globber, 1x Trickster
  • COUNTERFEIT: Cloned items that generate an extra copy (eg: Shredders) now generate an *exact* copy, which includes durability
  • TOXIC: Stab now always applies poison, regardless of whether the enemy is already poisoned
  • GOLDEN SAI: Durability -1, Cost 4->5
  • ARCHMAGE'S AMULET: Rare -> Uncommon
  • WITCH's BROOM: Uncommon -> Rare, Cost 2-> 3
  • AMANITA ESSENCE: Common -> Rare
  • BLASTWAVE: Cost 5 -> 6
  • HEIST: Cost 2 -> 1

IMPROVEMENTS
  • [#116] FALSE ALARM: (Simplified) Now #exhaust (instead of recharge). Cost 2 -> 1

BUGS
  • [#115] Fixed a bug where Perfect Storm dealt damage when acquiring a second copy of an item (eg: Gilded Sai, Shredders)
  • [#129] Fixed an issue where cloned rechargable abilities would appear uncharged in the dungeon
  • [#134] Fixed some description / flavor overlap issues with Krumit's Notes
  • [#136] When returning from battle, enemies will now restart their attack cycle where they left off
  • [#154] Fixed a UI issue where Dragon's Gold didn't update it's 'usable' state
  • [#167] Fixed an issue where hidden enemies could be targeted by some abilities
  • [#170] Fixed an issue where items and abilities with 'OnAcquired' effect trigger more than once
  • [#175] DART GUN: Now correctly applies Poison (2)
Jan 31, 2020
Meteorfall: Krumit's Tale - slothwerks
Got a great update for you this week! Both Bruno and Greybeard each have two new tiles added to their loot table!

For Bruno, he gains Crowbar (a great tool for stripping armor!) and Mining Helmet, which grant him gold whenever he parries.

For Greybeard, he gains Jumpstart (fills empty inventory slots with 1-cost spells) and Ancient Tome, another tool for duplicating his most powerful spells.

Besides the items and abilities, we're adding several new perks as well. Keep an eye out for Ghostly, Chill, and Toxic as you delve into the dungeon.

Besides Steam, you can also discuss Krumit's Tale on Discord and Reddit /r/Krumits/Tale

Full patch notes below!

PATCH NOTES
GOT A BUG REPORT OR FEEDBACK?
Check out our Discord {LINK REMOVED}
Submit feedback automatically by typing !bug or !feedback.

NEW!
  • PERKS: Toxic, Ghost, Cool, Street Rat
  • BRUNO: Crowbar, Miner's Hat
  • GREYBEARD: Jumpstart, Ancient tome
REWORKS
  • EVISCERATE: Now reads 'Deal 4 [piercing damage]. Use 4 abilites to recharge'
IMPROVEMENTS
  • 'Complete the tutorial' achievement will be auto-achieved when the game starts, if you finished the tutorial before Steam achievements were available
  • [#112] On the 'acquire tile' screen, a warning will now appear if acquiring a tile would force you to replace one of them
BUGS
  • [#58] Fixed an issue where tapping spacebar on certain screens would create duplicate UI
  • [#79] Fix an issue where cards like Pickpocket and Knockout, when used on the last enemy, would trigger a win condition
  • [#80] SCAREDY CAT: Fixed a bug where this perk didn't work when disarmed
  • [#86] Clarified Royal Rapier text
  • [#88] Fixed a bug that persisted Stoopid between dungeons
  • [#90, #94] Minor text tweaks, clarifications
  • [#93] PICKPOCKET: Fixed a bug where it was possible to target hidden enemies
  • [#105] CULL: Fixed a bug where this could target bosses, and also didn't consider bossees as adjacent, for purposes of meeting the condition
  • [#106] Eviscerate simplified (see above 'Reworks' for more info)
  • [#110] Fixed a bug where poison no longer had any effect when resuming a game
  • [#133] Removed a 'test skeleton' from the Encyclopedia
  • [#???] Fixed a bug where using Knockout in battle caused the hero card to get stuck

Meteorfall: Krumit's Tale - slothwerks
We're really excited for out first big content update and the beta release of Mischief - a sneaky character that uses stealth and poison to bring down big foes!

We've posted instructions on how to switch to the beta branch on the Steam Forums. Check it out if you want to get Mischief early! All data will be carried over - no need to grind or re-unlock anything.



Over the next couple weeks, we'll be fixing bugs and making balance tweaks based on community feedback. The best place to give feedback will be on Discord where you can easily file a bug report by typing "!bug" and then the report you want to include. We also actively monitor the Steam forums as well, so if you prefer submitting feedback that way - go for it!

New mechanic - Stealth
Like all good rogues, Mischief prefers to attack from the shadows. Her starting perk - Riff Raff - gives her a -1 base attack bonus, but automatically grants [Stealth] when she attacks an enemy that's alone on its row. While attacking from stealth, Mischief will deal +2 damage (+3 if you have a weapon) and also gain [Blitz] (meaning she'll get to attack first).

Because Mischief has only 1 base attack without stealth, it's imperative to manipulate the board state in order to take advantage of her perk, and to pick off enemies that are alone. Mischief can also use abilities like Knockout, which allow her to shuffle targeted enemies back into the deck - perfect for getting enemies out of the way and setting up a stealth attack.



More than 40 new items and abilities
Mischief features more than 40 new items and abilities! Use new abilities like Heist to steal expensive items without paying the cost, or the Dragorn Fang dagger - a dagger that does tons of extra damage while you're attacking from stealth.


Steam Achievements
One of the most requested features are Steam Achievements, and we're happy to announce that we've introduced 20 in the Mischief Update! We have plans to add a lot more during Early Access, so stay tuned!


Price increase after beta
As mentioned in our Early Access pitch, we plan to increase the price of the game at certain milestones, and this is one of those milestones. Once Mischief leaves beta, the price of the game will increase to $9.99. If you're on the fence or you have friends that are interested, this is a great time to grab a copy - it won't be cheaper than the current price for a long time!

Thank you!
And finally - a big thank you to all the supportive fans that have helped get Krumit's Tale to where it is today! Your excitement and enthusiasm helps inspire us to go above and beyond, and keeps us motivated through all the tough parts of game development. You are all awesome!

Besides Steam, you can also discuss Krumit's Tale on Discord and Reddit /r//Krumits/Tale

PATCH NOTES
A new hero joins the fray!
You can now play as Mischief, a sneaky rogue that relies on stealthy attacks and poison to defeat her foes!

Achievements!
Introducing 20 Steam achievements - more to come in the future!

NEW FEATURES
  • RUN HISTORY Review previous runs - see what card you used, how long the run took, etc...
  • ENYCLOPEDIA Keep track of what enemies, items, and abilities you've seen, and look up any tile to read the lore
OTHER MAJOR CHANGES
  • Poison now stacks. It deals damage equal to its level, then its level reduces by 1
IMPROVEMENTS
  • Trashing a tile (removing it from your deck) now grants 5 gems
  • Hovering over keywords and cards shows their effectgs
  • When fighting a monster, its attack pattern is shown
  • When shuffling cards into the deck, the top card is no longer included in the shuffle
  • TRANQUILIZER: New graphic (old Tranquilizer graphic is used for 'Dart Gun'
  • CURSE OF RADIATION: A new curse that shows up in NG+
CHANGES BASED ON COMMUNITY FEEDBACK
These changes were submitted on the Krumit Discord. A big thank you to everyone who took the time to submit bugs, ideas, and other feedback! You can submit feedback automatically on Discord by typing !bug or !feedback
  • [#5] - WARMONGER: Now properly affects the Short Sword granted from the Adventurer perk
  • [#9] - Fixed a bug where the Biker enemy's description showed that it's attack would increase by +2, but it's increased by +1
  • [#12] - ZAP: Description now shows how much damage will be dealt, dynamically
  • [#19] - Fixed an issue with Fight Button placement
  • [#23] - Reworded Mighty Swing so that its effect is more clear
  • [#30] - Hovering over a keyword now shows its effect
  • [#34] - Fixed a bug where enemies making a blitz attack would clear block from previous turn
  • [#35] - Royal Guard now only protects other enemies on the same row instead of adjacent enemies
  • [#51] - Fixed a bug where resuming an NG+ game with the "Tile discard restores 1 health" modifier was in affect would not behave properly after resuming
  • [#54] - Fixed a bug where Jackal Assassin had the wrong name (Jackal Vagabond)
  • [#55] - Fixed a bug where Lockbox or other cloned items would show their gold cost while in the inventory
  • [#59] - Fixed a lockup while using 2 copies of Mighty Swing
  • [#64] - Increased perk list scroll speed
  • [#69] - Fixed an issue where the boss intro displayed during battle

OTHER BUGS
  • - Fixed a bug where Blast Wave was missing Flavor Text
Dec 28, 2019
Meteorfall: Krumit's Tale - slothwerks
Every year in 2019, I post about the sales numbers for my previous game, Meteorfall: Journeys (iOS / Android) and in this report, I continue that trend with Krumit's Tale as well.

Check out the full 2019 post about what updates I released for Meteorfall: Journeys and Meteorfall: Krumit's Tale in 2019, how the updates affected sales, and a bit about what's next for each game


(Sales data for my other game, Meteofall: Journeys, for iOS and Android)

The post goes into more detail about what's next for Krumit's Tale but in a nutshell - we're getting really close on the first major content update, which adds a new hero - Mischief - to the game. She plays really different than either Bruno or Greybeard, and I'm really satisified with how she's playing so far. Once she's ready, I'll be putting her on the beta branch to get feedback from people.



A big thank you as well to Northernlion who posted a 30 minute 'Northernlion Tries' video about Krumit's Tale that brought a *ton* of new fans to the game. If you're checking us out because NL sent you - hi! :D



That's it for now! Check out the full 2019 post]full post on Medium for more info, including my 2019 sales data for Meteorfall: Journeys. See you soon with the Mischief Update!
Meteorfall: Krumit's Tale - slothwerks
We're back! The past week has been dedicated primarily to adding new content behind the scenes for Mischief, as well as preparing for localization into other languages.

Mischief has been coming along great so far, and we're constantly iterating over her design and playtesting to make sure she's as fun and unique as Bruno and Greybeard. Mischief starts off with an interesting perk called 'Riff-raff' which reads "-1 Base attack. When you attack an enemy that's alone in its row, gain [Stealth]". Stealth is a new keyword that reads 'Your next attack has [Blitz] and does +2 damage (+3 if you have a weapon". The result is that Mischief cares *a lot* about the positioning of enemies. She's weak on her own with a base attack of just 1 damage, but she can easily pick off enemies that are alone in their row. She also has abilities like Knockout which allow you to shuffle an enemy back into the deck - useful when there are 2 enemies in a row and you need to isolate an enemy so that you can gain Stealth.

We'll continue to iterate on Mischief over the next several weeks as we prepare to release her. The current plan is that once she feels like she's in a good place, we'll put her on the Beta branch and gather feedback from players before moving her to the main branch. I'm super excited to introduce her to everyone!

IMPROVEMENTS
- Added tile tooltips when mousing over tiles in the deck view

BUGS
- Fixed a softlock when adding a 5th non-replaceable (eg: Doom, Stoopid) to the player's inventory
- Poisoned enemies that were shuffled into the deck would cause softlock when the game was resumed
- Fixed a softlock in the Bramble's Arena stage that could occur if the player had the Vampire perk
- Fixed a softlock that occurred when Perfect Storm fell from the top row to the bottom row (eg: after using AOE)
- Fixed an issue where Frostbite Charm didn't remove the 'protection' effect from adjacent enemies after during a Royal Guard into a skeleton
- Enemies protected by Royal Guard no longer show 'Can't target this enemy' error when targeted them with abilities
- Fixed an issue where the NG+ modifier "+Monster Max HP" would apply more tahn once in some cases
- Fixed an issue where strings with quotation marks had too many rotations
- Fixed an issue where Nukromancers didn't properly show armor on the 'Next Dungeon preview'
- Fixed various text / description issues
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