Guild of Dungeoneering Ultimate Edition - Gambrinous
Guild of Dungeoneering: Pirate’s Cove is now available to play!
Bonus: if you preordered the base game before launch on July 14th you should now have received this expansion for FREE. Check your steam account! If you didn't then worry not you can pick it up right here.



Guild of Dungeoneering: Pirate’s Cove is the first Adventure Pack we have created for Guild of Dungeoneering. What’s included?
  • A new region of the world to explore with 21 new quests to take on, all set in a new watery cave tileset
  • Rescue 3 new classes of dungeoneer to adventure with: the Drunken Sailor, the H20mancer and the Swashbuckler.
  • Battle 29 new monsters including Merfolk, Giant Crabs, Three-Headed Monkeys and of course more pirates than you shake a wooden leg at!
  • Find 27 new equippable items like the Eye Patch, the Barrel O’ Rum, or the Newspaper Hat.
  • Listen to a brand new background track & 5 new musical asides from the Bard
This represents about one third more content compared to the base game.

Where do you find Pirate’s Cove ingame?
To find the entrance to the Pirate’s Cove region you need to first reach the Jungle in the main game. Once there you will find a Pirate’s Map that unlocks the new region.



The reason for this is that difficulty-wise the new quests and monsters are at the same tier as the rest of the jungle area. Think of these new quests as an optional extra area within the Jungle (that is about the same size again as the Jungle itself).

While adventuring in Pirate’s Cove you will have the opportunity to rescue the three new classes of dungeoneer to permanently unlock them for your guild. This is a change from how classes are unlocked in the main game (paying for them with gold).

If you have previously beaten the game and just want to check out the new quests straight away we’ve added a shortcut. When you start a new game simply choose the ‘Jungle Shortcut’ option and we’ll skip the whole Grasslands starting region and land you straight into the Jungle.

How does it tie into the existing Guild of Dungeoneering experience?
The idea of the Adventure Pack is to extend the entire Guild of Dungeoneering experience. It’s not just a standalone series of quests to take on. The main mechanism for this is all the new equippable loot you can find.

All of the loot included in Pirate’s Cove can be found anywhere in Guild of Dungeoneering, not just in the new region. We’ve split up the Pirate’s Cove loot between all the existing Guild upgrades that add loot, plus thrown some of them into the starting loot deck. So you will be finding new Pirate’s Cove loot throughout your game, unlocking new pieces as you unlock loot upgrades for your guild.



For example this is the Steel Anvil upgrade which unlocks four new items in the base game. If you have Pirate’s Cove installed a further two are added.

Show us some of the new classes!
Sure thing! First the Drunken Sailor. Their defining feature is the new ‘Rum’ trait: the first time they reach exactly one health in each combat they will swig their rum and heal themselves for two. This is an interesting twist because you want to reach exactly one health to avail of it, which can be risky!



Their starting deck also has a couple of attacks that do self-damage. Turn this disadvantage into a way of triggering Rum exactly when you want it to be successful with the Drunken Sailor!

What about the H2Omancer? This magic based class uses a new battle mechanic called Recycle. The H2Omancer’s cards have self-recycle, but you’ll also find some enemies that cause you to recycle as part of their attacks. A recycle makes you discard a card at random but lets you draw a bonus card to replace it. It can be bad (losing a key card you need to win the next turn) or good (turn that stupidity card into something good, or to dig through your deck for your power cards quicker).



The H2Omancer also has a ‘High Tide’ trait that interacts with the recycle ability. Whenever you have 4 or more cards in your discard pile the enemy you are facing gains the ‘Predictable’ trait, letting you see the card on top of their deck that they will be playing next turn!

I’ll leave the details of the third class you can find in Pirate’s Cove, the Swashbuckler, as a surprise for you. I will say if you enjoyed the Bruiser’s playstyle you’ll also like the Swashbuckler!

Thanks again for your continued support and we hope you enjoy this new content!
Colm Larkin
Guild of Dungeoneering Ultimate Edition - Gambrinous
Guild of Dungeoneering: Pirate’s Cove is now available to play!
Bonus: if you preordered the base game before launch on July 14th you should now have received this expansion for FREE. Check your steam account! If you didn't then worry not you can pick it up right here.



Guild of Dungeoneering: Pirate’s Cove is the first Adventure Pack we have created for Guild of Dungeoneering. What’s included?
  • A new region of the world to explore with 21 new quests to take on, all set in a new watery cave tileset
  • Rescue 3 new classes of dungeoneer to adventure with: the Drunken Sailor, the H20mancer and the Swashbuckler.
  • Battle 29 new monsters including Merfolk, Giant Crabs, Three-Headed Monkeys and of course more pirates than you shake a wooden leg at!
  • Find 27 new equippable items like the Eye Patch, the Barrel O’ Rum, or the Newspaper Hat.
  • Listen to a brand new background track & 5 new musical asides from the Bard
This represents about one third more content compared to the base game.

Where do you find Pirate’s Cove ingame?
To find the entrance to the Pirate’s Cove region you need to first reach the Jungle in the main game. Once there you will find a Pirate’s Map that unlocks the new region.



The reason for this is that difficulty-wise the new quests and monsters are at the same tier as the rest of the jungle area. Think of these new quests as an optional extra area within the Jungle (that is about the same size again as the Jungle itself).

While adventuring in Pirate’s Cove you will have the opportunity to rescue the three new classes of dungeoneer to permanently unlock them for your guild. This is a change from how classes are unlocked in the main game (paying for them with gold).

If you have previously beaten the game and just want to check out the new quests straight away we’ve added a shortcut. When you start a new game simply choose the ‘Jungle Shortcut’ option and we’ll skip the whole Grasslands starting region and land you straight into the Jungle.

How does it tie into the existing Guild of Dungeoneering experience?
The idea of the Adventure Pack is to extend the entire Guild of Dungeoneering experience. It’s not just a standalone series of quests to take on. The main mechanism for this is all the new equippable loot you can find.

All of the loot included in Pirate’s Cove can be found anywhere in Guild of Dungeoneering, not just in the new region. We’ve split up the Pirate’s Cove loot between all the existing Guild upgrades that add loot, plus thrown some of them into the starting loot deck. So you will be finding new Pirate’s Cove loot throughout your game, unlocking new pieces as you unlock loot upgrades for your guild.



For example this is the Steel Anvil upgrade which unlocks four new items in the base game. If you have Pirate’s Cove installed a further two are added.

Show us some of the new classes!
Sure thing! First the Drunken Sailor. Their defining feature is the new ‘Rum’ trait: the first time they reach exactly one health in each combat they will swig their rum and heal themselves for two. This is an interesting twist because you want to reach exactly one health to avail of it, which can be risky!



Their starting deck also has a couple of attacks that do self-damage. Turn this disadvantage into a way of triggering Rum exactly when you want it to be successful with the Drunken Sailor!

What about the H2Omancer? This magic based class uses a new battle mechanic called Recycle. The H2Omancer’s cards have self-recycle, but you’ll also find some enemies that cause you to recycle as part of their attacks. A recycle makes you discard a card at random but lets you draw a bonus card to replace it. It can be bad (losing a key card you need to win the next turn) or good (turn that stupidity card into something good, or to dig through your deck for your power cards quicker).



The H2Omancer also has a ‘High Tide’ trait that interacts with the recycle ability. Whenever you have 4 or more cards in your discard pile the enemy you are facing gains the ‘Predictable’ trait, letting you see the card on top of their deck that they will be playing next turn!

I’ll leave the details of the third class you can find in Pirate’s Cove, the Swashbuckler, as a surprise for you. I will say if you enjoyed the Bruiser’s playstyle you’ll also like the Swashbuckler!

Thanks again for your continued support and we hope you enjoy this new content!
Colm Larkin
Guild of Dungeoneering Ultimate Edition - Myll_Erik
September 19th is International Talk Like a Pirate Day - so we're celebrating by showing off Pirates Cove!

All day today you'll see folks from the amazing Main Menu Live team playing - be sure to go check them out and stop in and give them your best Ahoy!

http://www.twitch.tv/team/mainmenu

You'll see a cobination of the following amazing streamers playing:

IronChefBobbyFlail
Misskaddykins
Brotatoe
Thundercast
HJTenchi
iKasperr
CobaltStreak
InexpensiveGamer
BaerTaffy
AlaskanSavage

We've also got an amazing new trailer for Pirates Cove - which is coming out on the 24th!

https://www.youtube.com/watch?v=nRBGOgSVARQ

Finally - as a reminder - if you pre-ordered Guild of Dungeoneering you'll be getting Pirates Cove free of charge on the 24th! If you didn't pre-order, you can add Pirates Cove to your Steam Wishlist right here:
http://store.steampowered.com/app/402700
Guild of Dungeoneering Ultimate Edition - Myll_Erik
September 19th is International Talk Like a Pirate Day - so we're celebrating by showing off Pirates Cove!

All day today you'll see folks from the amazing Main Menu Live team playing - be sure to go check them out and stop in and give them your best Ahoy!

http://www.twitch.tv/team/mainmenu

You'll see a cobination of the following amazing streamers playing:

IronChefBobbyFlail
Misskaddykins
Brotatoe
Thundercast
HJTenchi
iKasperr
CobaltStreak
InexpensiveGamer
BaerTaffy
AlaskanSavage

We've also got an amazing new trailer for Pirates Cove - which is coming out on the 24th!

https://www.youtube.com/watch?v=nRBGOgSVARQ

Finally - as a reminder - if you pre-ordered Guild of Dungeoneering you'll be getting Pirates Cove free of charge on the 24th! If you didn't pre-order, you can add Pirates Cove to your Steam Wishlist right here:
http://store.steampowered.com/app/402700
Guild of Dungeoneering Ultimate Edition - Gambrinous
Hi folks!

v1.03 is now out!

We are also super busy preparing our first Adventure Pack Pirate's Cove which is now almost ready! Will share details very soon.

As always, thanks for your continued support! Full patch notes are below and our roadmap for future work is here.

We've just pushed a hotfix in addition to this. Details at the bottom.

Thanks!
Colm

Class Previews
- You can now view a full breakdown of what each class does before you unlock it! You can see their six card starter deck, health, and any special traits. Just click into an upgrade and then on the class card.
- You can also click into the dungeoneers tab and click on one already in your guild to remind yourself of their details.

Improved Win/Lose screen
- The screen you see when you win or lose a quest has been significantly improved. You'll see an itemised breakdown of your gold gains, plus see exactly what special things you may have unlocked (like trophies, the graveyard, etc)

Trophy Room upgrade
- The trophy room has had some nice furniture brought in! Cozy! You can click on it in your guild to look around.
- There is now a journal on a stand in the Trophy Room. Click on it to re-read any story popups you've unlocked.

More Music!
- We've upgraded the number of music tracks you'll hear while in dungeons from four to TEN. There's also a special track that you'll only hear in the Jungle and another you'll only hear in the Dwarven Mines.
- PLUS all ten tracks now have a special variation that you'll hear during battles. Oh, the dynamism!
- While we were at it, we fixed an issue where muting music in the settings sometimes made it impossible to unmute it.
- And we'll tell you the name of the song now playing at the top left of the screen when it starts
- Finally, the rather amazing Dungeoneering Mania track from our launch trailer plays over the credits now. Seriously, check it out.

Class Obsolescence
- Aren't all dungeoneer classes fun? Wouldn't it be nice if the lower tier dungeoneers still had a chance in the harder regions? Well here's our first attempt at that.
- All tier 2 classes have had their base health reduced by -1, and tier 3 classes have had their base health reduced by -2, so all dungeoneers have similar health totals.
- Now when you reach the Jungle you are awarded a new decorative room (the Fountain) to place in your guild which gives ALL dungeoneers +1 health. And when you reach the Mines you get another one (the Garden) which has a cumulative +1 health effect.
- This means the lower tier classes should be a little bit more viable, though still weaker than the T2/T3 classes - as their starting deck remains weaker.

General Bugfixes
- Barbarians now have wrinkles. Because they are so OLD
- Tidied up how we show your hand and your health when you get a LOT of cards/hearts
- Fixed some craziness with health display in the new animation system, especially seen with self-damage combined with heals (that's YOU most holy grail knight)
- Fixed some issues with Retribution, Sluggish and Bulwark traits
- Hitting ESC in combat no longer has the options screen appear behind the combat screen
- The first tile placed for you in the first tutorial mission can no longer have a mysterious fountain on it
- No more building rooms below your guild's main entrance
- Paper Shield works as you expect when you have no cards in hand, now
- Fixed a game hang caused by partial blocking of Mime special cards
- No more poking your dungeoneers behind other windows in the guild
- Fixed a rare occasion where a boss would get stuck halfway to their starting room
- Fixed an issue with Reflecting Ray + queued damage
- Cursed Bow trait correctly called 'Decay', not its old name 'Meaty'
- Fixed an issue where cards weren't being correctly shuffled when your discard pile cycled back into your deck

Additional hotfix Sep 23rd
- some fixes and tweaks to support Pirate's Cove which is launching tomorrow
- fix for unique jungle/mines tunes not always playing the first time you are in that zone
- a number of fixes to odd behaviour when dragging cards, including an annoying bug where the token you were dragging would get stuck on your hero
- fix with mime discard ability locking the game if you died that same turn
- fix for retribution crash
- fixed overflow of gold amounts on win screen
- prevent build button appearing for unlocks you have already bought
- fix for duplicated special effects like the Troubadour's trait
Guild of Dungeoneering Ultimate Edition - Gambrinous
Hi folks!

v1.03 is now out!

We are also super busy preparing our first Adventure Pack Pirate's Cove which is now almost ready! Will share details very soon.

As always, thanks for your continued support! Full patch notes are below and our roadmap for future work is here.

We've just pushed a hotfix in addition to this. Details at the bottom.

Thanks!
Colm

Class Previews
- You can now view a full breakdown of what each class does before you unlock it! You can see their six card starter deck, health, and any special traits. Just click into an upgrade and then on the class card.
- You can also click into the dungeoneers tab and click on one already in your guild to remind yourself of their details.

Improved Win/Lose screen
- The screen you see when you win or lose a quest has been significantly improved. You'll see an itemised breakdown of your gold gains, plus see exactly what special things you may have unlocked (like trophies, the graveyard, etc)

Trophy Room upgrade
- The trophy room has had some nice furniture brought in! Cozy! You can click on it in your guild to look around.
- There is now a journal on a stand in the Trophy Room. Click on it to re-read any story popups you've unlocked.

More Music!
- We've upgraded the number of music tracks you'll hear while in dungeons from four to TEN. There's also a special track that you'll only hear in the Jungle and another you'll only hear in the Dwarven Mines.
- PLUS all ten tracks now have a special variation that you'll hear during battles. Oh, the dynamism!
- While we were at it, we fixed an issue where muting music in the settings sometimes made it impossible to unmute it.
- And we'll tell you the name of the song now playing at the top left of the screen when it starts
- Finally, the rather amazing Dungeoneering Mania track from our launch trailer plays over the credits now. Seriously, check it out.

Class Obsolescence
- Aren't all dungeoneer classes fun? Wouldn't it be nice if the lower tier dungeoneers still had a chance in the harder regions? Well here's our first attempt at that.
- All tier 2 classes have had their base health reduced by -1, and tier 3 classes have had their base health reduced by -2, so all dungeoneers have similar health totals.
- Now when you reach the Jungle you are awarded a new decorative room (the Fountain) to place in your guild which gives ALL dungeoneers +1 health. And when you reach the Mines you get another one (the Garden) which has a cumulative +1 health effect.
- This means the lower tier classes should be a little bit more viable, though still weaker than the T2/T3 classes - as their starting deck remains weaker.

General Bugfixes
- Barbarians now have wrinkles. Because they are so OLD
- Tidied up how we show your hand and your health when you get a LOT of cards/hearts
- Fixed some craziness with health display in the new animation system, especially seen with self-damage combined with heals (that's YOU most holy grail knight)
- Fixed some issues with Retribution, Sluggish and Bulwark traits
- Hitting ESC in combat no longer has the options screen appear behind the combat screen
- The first tile placed for you in the first tutorial mission can no longer have a mysterious fountain on it
- No more building rooms below your guild's main entrance
- Paper Shield works as you expect when you have no cards in hand, now
- Fixed a game hang caused by partial blocking of Mime special cards
- No more poking your dungeoneers behind other windows in the guild
- Fixed a rare occasion where a boss would get stuck halfway to their starting room
- Fixed an issue with Reflecting Ray + queued damage
- Cursed Bow trait correctly called 'Decay', not its old name 'Meaty'
- Fixed an issue where cards weren't being correctly shuffled when your discard pile cycled back into your deck

Additional hotfix Sep 23rd
- some fixes and tweaks to support Pirate's Cove which is launching tomorrow
- fix for unique jungle/mines tunes not always playing the first time you are in that zone
- a number of fixes to odd behaviour when dragging cards, including an annoying bug where the token you were dragging would get stuck on your hero
- fix with mime discard ability locking the game if you died that same turn
- fix for retribution crash
- fixed overflow of gold amounts on win screen
- prevent build button appearing for unlocks you have already bought
- fix for duplicated special effects like the Troubadour's trait
Guild of Dungeoneering Ultimate Edition - Gambrinous
Hi folks!

We are still wrestling with a problem with triggering achievements on the Mac version of the game but rather than delay this patch for everyone we've decided to go ahead with it for Windows now and we'll update it for the Mac as soon as we can.
Edit: 1.02 is now live for both Windows + Mac. We've also fixed a few bugs people have found in the new battle animation system (details at bottom of this announcement).

As always, thanks for your continued support and I hope you enjoy hunting for some of these achievements. Let me know if you figure out the two hidden ones!

Full patch notes are below and our roadmap for future work is here.

Thanks!
Colm


Achievements
- We've added 49 fun achievements. Very few of them are of the 'do X normal things' variety. I hope you like them. There are even two special hidden achievements for you to figure out. You can see the full list of achievements here.
- Note achievements are not awarded retroactively, you need to trigger them once you have updated to v1.02

Battle screen animations + sounds
- This is to both spruce up battles so they are a bit more fun AND to help explain some mechanics better, like quick, unblockable, magical vs phsyical attacks, blocking, etc! This includes the much-missed Fury trait!
- As part of adding these we've gone back and sped up a lot of the timings of things at the start and end of battles (like the cards being dealt, etc), so you should get into and out of battles quicker, even with the new animations.
- We've also added an option to disable this new battle animation system if you don't want to see it

Bugfixes
- the graveyard is now properly infinite! Finally room for all your failures \o/
- write save file to temp file first, then if successful copy over existing save data. Should prevent rare case of blanked save games.
- fixed issue when in windowed mode the hover target area was wrong in the trophy room / graveyard
- PROPERLY fixed the spooky ghost card that remained on screen when you clicked the 'you died' popup too quickly (we hope! maybe this bug will haunt us forever)
- fixed issue with wrong alignment on really-big-resolution widescreen monitors
- windowed mode now also allows you maximise the window to have a full-screen-with-chrome window
- fix a couple of crashes around leaving the tutorial too early
- added missing tier 1/2/3 labels in unlock screen

Bugs fixed in Aug 8th hotfix
- Tough Fight and REALLY Tough Fight achievements were being triggered on loss as well as on win, now fixed
- Ferocious is now checked last to allow other extra damage to be totalled up first
- Stopped Ferocious applying to Magical attacks
- Ranged trait now only adds +1 to quick attacks that are physical, not quick magical attacks
- Dice (Blade II) no longer adding +1 dmg wrongly
- Fix issue with quick icon not always displaying
- Conceal should now only land when icon hits. Should also not be applied if blocked
- Stopped SpellSword icon from vanishing when using Arcane Swipe
- Damage-over-time oddities should now be fixed (e.g. Fury not triggering when card played at half health after Burn)
- Sped up large attacks
- Fixed Card Storm not discarding 4 cards
- Fixed Brain-Enhance Serum not drawing cards (also fixed its name)
Guild of Dungeoneering Ultimate Edition - Gambrinous
Hi folks!

We are still wrestling with a problem with triggering achievements on the Mac version of the game but rather than delay this patch for everyone we've decided to go ahead with it for Windows now and we'll update it for the Mac as soon as we can.
Edit: 1.02 is now live for both Windows + Mac. We've also fixed a few bugs people have found in the new battle animation system (details at bottom of this announcement).

As always, thanks for your continued support and I hope you enjoy hunting for some of these achievements. Let me know if you figure out the two hidden ones!

Full patch notes are below and our roadmap for future work is here.

Thanks!
Colm


Achievements
- We've added 49 fun achievements. Very few of them are of the 'do X normal things' variety. I hope you like them. There are even two special hidden achievements for you to figure out. You can see the full list of achievements here.
- Note achievements are not awarded retroactively, you need to trigger them once you have updated to v1.02

Battle screen animations + sounds
- This is to both spruce up battles so they are a bit more fun AND to help explain some mechanics better, like quick, unblockable, magical vs phsyical attacks, blocking, etc! This includes the much-missed Fury trait!
- As part of adding these we've gone back and sped up a lot of the timings of things at the start and end of battles (like the cards being dealt, etc), so you should get into and out of battles quicker, even with the new animations.
- We've also added an option to disable this new battle animation system if you don't want to see it

Bugfixes
- the graveyard is now properly infinite! Finally room for all your failures \o/
- write save file to temp file first, then if successful copy over existing save data. Should prevent rare case of blanked save games.
- fixed issue when in windowed mode the hover target area was wrong in the trophy room / graveyard
- PROPERLY fixed the spooky ghost card that remained on screen when you clicked the 'you died' popup too quickly (we hope! maybe this bug will haunt us forever)
- fixed issue with wrong alignment on really-big-resolution widescreen monitors
- windowed mode now also allows you maximise the window to have a full-screen-with-chrome window
- fix a couple of crashes around leaving the tutorial too early
- added missing tier 1/2/3 labels in unlock screen

Bugs fixed in Aug 8th hotfix
- Tough Fight and REALLY Tough Fight achievements were being triggered on loss as well as on win, now fixed
- Ferocious is now checked last to allow other extra damage to be totalled up first
- Stopped Ferocious applying to Magical attacks
- Ranged trait now only adds +1 to quick attacks that are physical, not quick magical attacks
- Dice (Blade II) no longer adding +1 dmg wrongly
- Fix issue with quick icon not always displaying
- Conceal should now only land when icon hits. Should also not be applied if blocked
- Stopped SpellSword icon from vanishing when using Arcane Swipe
- Damage-over-time oddities should now be fixed (e.g. Fury not triggering when card played at half health after Burn)
- Sped up large attacks
- Fixed Card Storm not discarding 4 cards
- Fixed Brain-Enhance Serum not drawing cards (also fixed its name)
Guild of Dungeoneering Ultimate Edition - Gambrinous
Hi folks!

I was hoping to be able to publish our next patch with battle animations and achievements sometime this week but I'm afraid we've run out of week and the patch isn't quite ready yet.
Sorry :(

We've coded up all our achievements now and are just going to spend an extra day testing them. Battle animations are 99% done, but we're still syncing sound effects to animations, which should take about another day too. I will say the new battle animations + sounds really add a lot of life to battles.

So basically we should be ready with this patch live on Tuesday August 4th.

Really looking forward to sharing this update with you & sorry for the delays. Full patch notes are below and our roadmap for future work is here.

Thanks!
Colm


Achievements
- We've added 49 fun achievements. Very few of them are of the 'do X normal things' variety. I hope you like them. There are even two special hidden achievements for you to figure out. You can see the full list of achievements here. NOTE: YOU CAN'T GET THESE ACHIEVEMENTS UNTIL V1.02 IS LIVE

Battle screen animations + sounds
- This is to both spruce up battles so they are a bit more fun AND to help explain some mechanics better, like quick, unblockable, magical vs phsyical attacks, blocking, etc! This includes the much-missed Fury trait!
- We've also added an option to disable this new battle animation system if you don't want to see it

Bugfixes
- the graveyard is now properly infinite! Finally room for all your failures \o/
- write save file to temp file first, then if successful copy over existing save data. Should prevent rare case of blanked save games.
- fixed issue when in windowed mode the hover target area was wrong in the trophy room / graveyard
- PROPERLY fixed the spooky ghost card that remained on screen when you clicked the 'you died' popup too quickly (we hope! maybe this bug will haunt us forever)
- fixed issue with wrong alignment on really-big-resolution widescreen monitors
- windowed mode now also allows you maximise the window to have a full-screen-with-chrome window
- fix a couple of crashes around leaving the tutorial too early
- added missing tier 1/2/3 labels in unlock screen
Guild of Dungeoneering Ultimate Edition - Gambrinous
Hi folks!

I was hoping to be able to publish our next patch with battle animations and achievements sometime this week but I'm afraid we've run out of week and the patch isn't quite ready yet.
Sorry :(

We've coded up all our achievements now and are just going to spend an extra day testing them. Battle animations are 99% done, but we're still syncing sound effects to animations, which should take about another day too. I will say the new battle animations + sounds really add a lot of life to battles.

So basically we should be ready with this patch live on Tuesday August 4th.

Really looking forward to sharing this update with you & sorry for the delays. Full patch notes are below and our roadmap for future work is here.

Thanks!
Colm


Achievements
- We've added 49 fun achievements. Very few of them are of the 'do X normal things' variety. I hope you like them. There are even two special hidden achievements for you to figure out. You can see the full list of achievements here. NOTE: YOU CAN'T GET THESE ACHIEVEMENTS UNTIL V1.02 IS LIVE

Battle screen animations + sounds
- This is to both spruce up battles so they are a bit more fun AND to help explain some mechanics better, like quick, unblockable, magical vs phsyical attacks, blocking, etc! This includes the much-missed Fury trait!
- We've also added an option to disable this new battle animation system if you don't want to see it

Bugfixes
- the graveyard is now properly infinite! Finally room for all your failures \o/
- write save file to temp file first, then if successful copy over existing save data. Should prevent rare case of blanked save games.
- fixed issue when in windowed mode the hover target area was wrong in the trophy room / graveyard
- PROPERLY fixed the spooky ghost card that remained on screen when you clicked the 'you died' popup too quickly (we hope! maybe this bug will haunt us forever)
- fixed issue with wrong alignment on really-big-resolution widescreen monitors
- windowed mode now also allows you maximise the window to have a full-screen-with-chrome window
- fix a couple of crashes around leaving the tutorial too early
- added missing tier 1/2/3 labels in unlock screen
...