Gordian Quest - dwmr
Warning - This post is super long, but it will give you a good idea of what we have planned ahead for Gordian Quest



Hey Heroes,

It's been a wild launch week and while Gordian Quest is still far from its full potential, we hope you are having fun. We've received a lot of great suggestions from you guys. We thank you from the bottom of our hearts for supporting our launch and for the great feedback. As we continue building on the rest of the promised features, we will pay close attention to your ideas and see how we can weave the best ones into the game. We promised you that we would build a game for you and we intend to do just that!

Allow us to share our plans moving forward.

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Part 1 : Balancing and Progression

First, thanks to your feedback, we have identified two key areas we want to improve on - the game’s balancing and its progression system. We will work on the Skills, Items, Enemies and Talents components to achieve this.

Skills

In general, we understand that you enjoy the early levelling stages, but consistently we hear that the deck-building process becomes more muddled as the run progresses due to three core factors.
  • There are irrelevant nodes in the skill grid that you have to path through.
  • Card draws may not be useful or impactful, and there is no way to avoid bad draws.
  • Cards that come with some equipment bloat the deck, rather than add value.

What are we doing to address this?
We hear you. While the balancing of the cards is an ongoing work-in-progress, we believe in acting fast to enact positive change. In the short term, we are actively taking steps to change up how the skill grid feels, with these quick but consequential changes :
  • Your specialty class now gives double the chances for nodes of your preferred type to spawn (e.g Playing Alphonse as a Trapper makes Trap skills spawn 2 times as often).
  • Your first epic skill node will always be tied to your specialty class.
  • We have doubled the chances of Mastery and Discard nodes spawning on the skill grid.

Over the long term, we plan to add these features:
  • You will be able to find items and train under NPCs to modify your skill grid. Some ways you can modify it include replacing unwanted nodes with a free travel node on the grid, or locking down a particular card that you want to draw.
  • You will be able to train under NPCs to remove skills from your deck, for a price.
  • You will be able to use Fate to reroll a new skill draw. This gives you a limited ability to avoid a bad or useless draw.

We hope that the above will eventually resolve the current issues associated with skills.

Items

Next up, itemization is also something we are looking to improve on in the coming weeks. We intend to release new unique items, as well as rebalance existing items with the following philosophies in mind.
  • Unique items must provide mechanics that cannot be obtained in any other way, changing an aspect of a skill in an interesting way, or being a build-enabler. Very powerful unique items may come with interesting drawbacks.
  • Common, magic, and rare items must not be viewed as “useless” to a good deck. They must play a useful role in the player’s build by having a meaningful impact.

To achieve these goals, this is what we plan to do :
  • Items will be made valuable for 2 purposes - either as something worth equipping, or as salvage material if it isn’t.
  • Salvaging items for crafting reagents will open up multiple avenues for hero improvement in the future. Items can also be crafted to be more useful.
  • Skill cards on rare or lower rarity items can be Mastered, boosting their early game significance (when mastered skills are scarce), and keeping them relevant in the late game (when many skills have been mastered).
  • Skill cards on rare or lower rarity can be removed. This keeps them relevant in the late game (when a lean deck is optimal to make a build work).
  • Rare or lower rarity items will have sockets. This allows you to apply jewels to the attached skill cards, lending effects such as a sizable damage boost, AP cost reduction, or additional status effect. This keeps items desirable as the overall effectiveness of a skill that has been modified with a jewel (and is Mastered) will exceed that of simply Mastering it. As a result, items act as a way to add super-boosted cards to the deck.

Beyond these changes to items, we also want to make itemization less of a chore, and to help you find unique items more easily. We will add in more of these mechanics as we expand the variety of unique items in the game, allowing us to be more liberal with handing out uniques.
  • Marco the Merchant will run a side gambling service that allows you to wager special coins you find on your adventures for a chance at his uniques.
  • Deadly Encounters will be buffed to give out better rewards, including unique items.

Enemies

Thirdly, through your feedback, we’ve identified several issues with our current encounter system. As a bulk of the adventure is spent in combat, we concur that each encounter should feel more exciting and meaningful, rather than feel like something repetitive. To this end, this is what we will be doing over the next few weeks to improve on this :
  • We will be buffing Elite enemies and making them feel more ... well, Elite.
  • In general encounters, we want to tune down the number of enemies, and instead put a focus on more unique mechanics for enemies to force strategic play, rather than simply assail the players with numbers.
  • We want to improve the visual cues of enemy behaviors, so that players can pick them up and react appropriately.
  • We want more ways to insert unique encounters on the map, with appropriately desirable rewards. We want to introduce the concept of enemy strongholds, which are side areas that you cannot leave from, and contain deadly challenges that guard powerful unique items.

Talents

Lastly, we hear you about the current state of the Talent system. Most of the time, they feel like much less valuable versions of the other nodes, and something that players path around instead of actively looking out for. We want to address this with the following :
  • Every Hero Brings A Global Bonus - Each hero will bring a global bonus to the party. For example, bringing Catherin along would give a X% boost to damage dealt on undead creatures. Such bonuses will be innately available upon acquiring them, so there will be additional value in considering a lineup of certain heroes if you know what an upcoming encounter consists of. Additionally, these bonuses can be upgraded through the Talent Nodes to augment their effectiveness.
  • Big Changes Coming to Talent Nodes - Talent nodes on the tree will be getting a look at. As it stands, there are alot of talents that revolve around improving challenge rolls, which are not directly as impactful as combat-related nodes. We are considering more drastic changes, such as removing the less helpful ones and making it such that you can assign talent points directly into talents that interest you, without having to roll for a random talent.

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Part 2 : On Life and Death Issues

One of the more interesting topics has been the discussions on how punishing the game should be. We are acutely aware that the 4-8 hours per run that we aim to provide for each Act is much longer than a typical roguelike game session (which could be anywhere from 15-30 minutes), but less than a full blown RPG (typically more than 10 hours), and as such we are in a unique spot where we must adapt our gameplay to best meet the needs of you, our player.

For many, it can be frustrating to lose a run’s entire progress after hours of gameplay to a bad decision, but at the same time, we recognize that there are players who revel in these experiences. As such, on top of the 4 difficulty levels - Easy, Normal, Hard and Nightmare, we will be restructuring added options to augment your experience this way :
  • Classic Option (default) : If the party gets wiped out, it respawns back in town. Life goes on.
  • Roguelite Option : If the party gets wiped out, the run ends.
  • Roguelike Option : Any hero that dies in battle stays dead permanently. If the party gets wiped out, the run ends.

These game modes will also inform how we intend to set up leaderboards in the future. This will give each Act 3 different leaderboards for you to make your name on. It’s going to be a heated competition!

Manual Save Option
Related to the point above on being cognizant of the nature of our game, and how we are blending various genres together, we will also be providing an option to manually save the game, instead of auto-saving your game.

Fleeing Combat
Some players have mentioned the unfair nature of losing a run to battles that they were not prepared for. After much deliberation on how we wanted to tailor the experience for, we have decided that we will be adding in the ability to flee from combat, cutting your losses before you end up with a total party wipe. While this function can help you recover from a bad decision, it is not without some caveats.

Fleeing from combat is not a free action, and enemies will get in a round of free hits on you.
  • In Classic Mode (default) - this function can be used any time.
  • In Roguelite Mode - fleeing is only possible with the right escape consumables in hand.
  • In Roguelike Mode - preparations are also required as per Roguelite mode, but your attempt to flee may not always work!

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Part 3 : Act II

Act II will be available in June late July (unfortunately we have to push back the date due to lockdown inconvenience caused by the pandemic) - together with the game’s seventh hero, a bard. An eighth and ninth hero will follow in September.

Act II
The Act takes place upon a great stretch of desert, populated by various nomadic tribes of different descents, locked in timeless conflict. Somewhere deep within the sands lie the Vanai’s ancient machinery, their long sleep awoken by nefarious forces who seek to tread in the Vanai’s footsteps and continue their mad experiments.

Adding A Flavor of Wuxia
A little bit of tidbit we want to share is that we are planning to weave in some elements of Wuxia into this Act. For those not familiar with the word, it basically means Chinese martial arts. In case you are thinking Donnie Yen or Bruce Lee, think more Crouching Tiger Hidden Dragon with some cool AOE attacks.

The Bard
We are currently conceptualizing this hero - her instrument serves to augment her magical prowess, which she can use in various ways. She can use dissonant chords to harm her foes, play soothing melodies that provide boosts to her party members, or even charm her opponents with her alluring tunes. We hope she charms you too!

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Part 4 : Features On The Horizon

And now, we have a veritable grab bag of features we intend to implement, as well as address some of the more commonly requested features you’ve brought up!

A Relationship System
We aim to bring you more synergy among the heroes. To that effect, we will be implementing a relationship system. Through having heroes interact with each other during combat, camping and events, you will be able to experiment and uncover special bonds that certain heroes can forge - be it rivalry, friendship, mentorship or love. Once such bonds are forged, the hero pair or trio will be able to uncover and unleash unique combo abilities.

Better Combat Feedback
To help provide more information as to what happens in combat, we will be adding a togglable combat log. This is in line with our intention to provide more information and feedback, to allow you to make better decisions in battles.

Endless mode
A hotly requested feature, an endless mode is definitely something we intend to implement. But don’t expect it too soon, as we intend to implement it only at the end of Act IV. The reason being that we view it as the ultimate end-game mode that will be able to combine all the content we’ve created and put it in a blender. It’s going to be epic, and we can’t wait to unveil more information on this, when we’re ready.


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Your Voice Matters

This concludes our development manifesto. We hope that our plans for the short and long term excite you, and once again we thank you for your support and patience as we build this game up together with you.

As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord https://discordapp.com/invite/tce6YMW to chat with us.

And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)
Gordian Quest - dwmr
Hey Heroes,

Here are today's fixes! In the coming week, we will be preparing a development manifesto to let you know what to expect in the next content patch we have for Gordian Quest. We will continue to address bugs and balance issues in the meantime.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

## [Build 88f] - 2020-04-03
## New
- Added card art for Baton Pass, Battle Tempo, Blade Mirage, Blitz Slash, Diving Zone, Edge Divide, En Garde, Kinetic Blow, Offensive Preparation, and Pivoting Slash

## Changed
- Adjusted encounter levels when you first leave Silverkeep to secure the Old Burial Grounds waypoint. They will be more in line with your current party level.
- Spellbinder's Precognition now grants Retain
- Bleed no longer triggers for 0 AP skills, to match its description
- Updated Burn effect on skill cards to keep the card text more visible
- Updated sound effect for Force Armor

## Fixed
- Headshots in the initiative bar in the battle view now use the correct images for Elite enemies
- Fixed an interaction between discarding passives and triggers then using consumables, which would soft lock battles
- Fixed a bug where equipped consumables would sometimes not be visible when switching between heroes
- Fixed a bug where item filters when selling to vendors did not display a weapon icon for certain weapon types
- Fixed Town soldiers having no cards in certain conditions
- Fixed Tough Sell talent
- Various fixes for skills - Assassinate, Bear Hug, Bull Rush, Chain Lightning, Cross Hatch, Diving Zone, Jump Slash, Plunging Kick, On My Command, Press The Attack, Thunder Barrage, Thunderwave


Crafted With Love,
The Mixed Realms Team
Gordian Quest - dwmr
Hey Heroes,

Here are today's fixes, and several requested quality of life features! In the coming week, we will be preparing a development manifesto to let you know what to expect in the next content patch we have for Gordian Quest. We will continue to address bugs and balance issues in the meantime.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

## [Build 88e] - 2020-04-02
## Changed
- Skill grid now remembers the last viewed position for each hero individually
- Altar of Transmutation now lets you pick unique items, as well as equipped items
- Altar of Transmutation and Altar of Regret now checks the players deck for existing cards before offering their choices
- In addition to holding down Ctrl, you can now also toggle the equipped item view in shops
- When ending a turn, you no longer automatically retain cards if the number of cards in hand is less than your retain count. You can now choose to not retain them as well.
- Codex entries for skills and items are now unlocked upon encountering them. There is no longer a requirement to obtain them first.
- Turrets now act on the same turn that they were constructed, rather than delaying one turn
- Tweaked map modifiers that increase the number of enemies in the battle to be less aggressive
- Reduced damage of Spear Throw and Strong Blow on enemies
- Removed unneeded item sell cost in the salvage panel
- Updated Chinese, Russian and Spanish localization

## Fixed
- Fixed a bug where Epic skills on the skill grid were not rolling from the hero's schools correctly.
- Fixed a bug where Kinetic Blow and other skills requiring picking cells mid turn could soft lock the game
- Fixed Barrel In The River event not showing the correct result pages
- Fixed a visual bug where non-quest dungeon nodes on the map would not appear as cleared, despite being full cleared
- Fixed a bug in the skill grid where scrolling a card selection view would also scroll the skill grid in the background
- Fixed on kill item modifiers triggering multiple times for repeated attacks
- Fixed draw card on kill item modifier only triggering off an elite kill
- Fixed incorrect Bleed damage calculation for Finishers
- Fixed a Chinese font display issue in specialization selection view
- Various fixes for skills - Absorb Fire, Balefire, Energizing Zone, Guillotine, Lightweight Arrow, Treestep
- Various fixes for codex entries


Crafted With Love,
The Mixed Realms Team
Gordian Quest - dwmr
Hey Heroes,

Here are today's fixes, and several requested quality of life features! In the coming week, we will be preparing a development manifesto to let you know what to expect in the next content patch we have for Gordian Quest. We will continue to address bugs and balance issues in the meantime.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

## [Build 88d] - 2020-04-01
## Added
- Added an option to show a prompt if ending a turn with AP still remaining

## Changed
- Balancing changes to beast minion spawn table
- Reduced the number of enemies spawning in the Bandit Leader battle
- Tweaked Bulwark, Holy Bolt, Righteous Flame, Tempest Bolt, Deliverance AP cost

## Fixed
- We've done some changes to the internal structure of the game to address the issue of players' renown not being reset. The player's renown state was being overwritten in some cases, but it should not happen now. We apologize for any inconvenience caused and progress lost. We will continue to actively monitor for any occurrences of this issue.
- Fixes for Pursuing the Rift Lord questline
- Fixed a bug where heroes would not be recruited if quitting the game directly after finishing the quest node without completing the dialogue
- Fixed Baroque Hourglass not being equippable or showing item type
- Fixed incorrect map index if the party wiped in a dungeon and returned to town on Easy difficulty
- Fixed crafting common items turning them into rares instead of magics if they had 2 in-built affixes to begin with
- Fixed a bug where some nodes would not display the node information tooltip when selected
- Fixed missing Cycle tooltips
- Fixed Waypoint button dock length
- Fixed a bug where the end turn button would remain locked when swapping between heroes in battle
- Various fixes for skills - Balefire, Quick Trap, Smoke Bomb, Thunderwave, Time Warp, The World
- Fixed hero spawn position issues if there was an "ambush" map mod
- Fixed options not automatically saving until after resuming a game


Crafted With Love,
The Mixed Realms Team
Gordian Quest - dwmr
Hey Heroes,

Here are today's fixes, and several requested quality of life features! In the coming week, we will be preparing a development manifesto to let you know what to expect in the next content patch we have for Gordian Quest. We will continue to address bugs and balance issues in the meantime.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

## [Build 88c] - 2020-03-31
## New
- When replacing a skill, you will now be able to see the stat change counter (similar to learning a new skill)
- You can now view your equipped items in the store by holding down Ctrl
- Added indicator on the town node in the map view when there are quests available to turn in
- Added Thunderwave card art

## Changed
- Improved feedback for selected item cards
- Increased size of values on status effect indicators
- Improved visual feedback on the return to current hero button in battle
- Updated card frame to fit card type label for Russian language
- Cultist Follower's Attack of Opportunity damage reduced to 3 (was 6)
- Righteous Flame AP cost lowered to 5 (was 7)

## Fixed
- Fix for Into The Moors and Into The Valewoods quest activation
- Fixed the Ranger's Arrow cards not adding stat bonuses correctly.
- Fixed a visual bug where circle portraits did not display the starting HP from renown bonuses correctly
- Fixed incorrect item highlighting in sell view
- Fixed passive discard button sometimes being positioned incorrectly
- Various fixes for skills - Bull Rush, Celestial Wrath, Flanking Bola, Steel Hook, Transport, Venomous Edge
- Various material fixes
- Localization fixes for Russian and Spanish


## [Build 88b] - 2020-03-31
## Changed
- Tweaked encounter generation. On the hardest encounters, the number of elite enemies present in any battle will start at 1 and increase at higher encounter levels, instead of being set to 3 at all encounter levels.

## Fixed
- When the Rift Lord's threat increases, nodes within the city walls were also erroneously being refreshed. This has been fixed. The chance of cleared nodes respawning has also been reduced to 50% (from 100%).
- Fixed a bug where Source of Corruption quest could not spawn under certain conditions
- Fixes for several causes of soft locks in battle
- Fixed Thunderwave description
- Fixed Lunge not applying damage if not moving a cell
- Fixed main menu bgm not looping


Crafted With Love,
The Mixed Realms Team
Gordian Quest - dwmr
Hey Heroes,

Here are today's fixes, and several requested quality of life features! In the coming week, we will be preparing a development manifesto to let you know what to expect in the next content patch we have for Gordian Quest. We will continue to address bugs and balance issues in the meantime.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

## [Build 88] - 2020-03-30
## New
- You can now skip the prologue battle after you've completed Take Back The Storehouse at least once on any hero
- Added option to skip launch cinematic
- When using right click to preview items, you can now hover over their attached skill cards to view the skill's hover terms.
- Item previews now also display a hint bar to highlight the right click to inspect functionality.
- Wynne now sells Portal Scrolls after Breach In The Wall questline.
- Sister Ophelia now sells Medium Health Vials and Medium Stamina Vials after Take Back The Storehouse questline
- Sister Ophelia now sells Large Health Vials and Large Stamina Vials after Investigate The Shrine questline
- Sister Ophelia now sells Potion of Might and Potion of Elusiveness after Pursuing the Rift Lord questline
- Recruited heroes now take on their last selected specialty in the new adventure screen
- Passive and triggers were previously discarded by double clicking to self-play cards, but this function wasn't clear enough. We've added a discard button that appears when selecting a passive or trigger.

## Changed
- When drawing a skill replacement, the original skill will not show up in the possible choices (unless there are less than 3 possible choices)
- Added visual hint for return to acting hero button in battle view
- Added visual hint for consumable use drop zone in hero view
- Adjusted encounter levels for the Moors, Valewoods, and Royal Crypt
- Adjusted Horde map node modifier to only spawn enemy types with lower HP.
- Adjusted Horde Encounter spawn tables. Enemies types with more HP and deadly attacks spawn less frequently together.
- Burning Ground now deals 3 damage (was 2) and applies 5 Burn (was 2)
- Updated splash screen

## Fixed
- Fixed Altar of Transmutation item selection
- Fixed missing trait icons for Exploding Zombies and Immovable
- Fixed an inventory equip bug
- Fixed a camping bug where activities that ended on the same hour did not queue up properly
- Fixed hero's card view not immediately updating after a change to the deck
- Fixed portal scrolls being usable while on the town node, to no effect
- Fixes for incorrect party location on resume under certain conditions
- Fixed a bug where chained Trigger interactions would not discard used Triggers properly
- Fixed hover tooltips not showing correctly on mastered versions of skill, when picking a skill to master
- Fixed a bug where renown bonus view would not remember the selection state of "starting gold +175"
- Fixed a bug where replacing certain cards did not pick from the hero's schools
- Various fixes for Bodyguard, Call To Arms, Commanding Shout, Distract, Divine Form, Dual Wield, Fan of Knives, Flame Dash, Hesitate, Prepared Attack, Sidestep

## [Build 87m] - 2020-03-30
## Fixed
- Fixes for The Moors and Into The Valewoods questline activation under certain conditions
- Fixes for Hidden Blade, Preemptive Action, Poison Thorns
- Fixed "damage with attached spells" item mod
- Fixed a UI issue where rift lord threat UI would overlap with quest dialog


Crafted With Love,
The Mixed Realms Team
Gordian Quest - dwmr
Hey Heroes,

Today we continuing our quest to slay the bugs you've been experiencing. We hope to get the game to a stable state within the week, so that we can begin focusing on the fun and crunchy bits - quality of life changes, new mechanics, and polishing up of further mechanics and gameplay.

For current languages outside of English, we want to let you know that localization will be following up shortly.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

## [Build 87k] - 2020-03-30
## Added
- Added card art for Summon Spirit Hawk, Summon Spirit Wolf
- Improved feedback on items you can't equip - now displays reason e.g requires requisite talent to equip

## Changed
- Asps Bite staff was buffed. Now boosts the damage and effect of Poison Fang and increases initiative (not retroactive).
- Celestial Wrath damage reduced from 80 to 35 and is no longer expended on use. AP cost reduced from 15 to 6.
- Optimizations to prologue video to address jittery playback for some users

## Fixed
- Fixed Opener AP cost reduction being able to select passives and triggers, to no effect
- Fixed dungeon spawn not working in certain conditions
- Fixed erroneous item mod wording of "Attacks will apply Shock" to "Attached attacks will apply Shock"
- Fixed quest activation issues for Valewoods and Moors under certain conditions
- Fixed Dual Wield and Mastered Stab interaction
- Fixed Opportune Moment and Fade to Shadows interaction
- Fixes for Bull Rush, Challenge, Devotion, Focus Target, Fluid Defense, Intercepting Strike, Lightning Bolt, Lighting Shatter, Phantom Edge, Storm Pulse, Tangleroot, Wind Gust
- Fixed Inflame displaying twice in the Codex
- Fixed camps not registered as cleared if leaving the camp by the map at 0 hours
- Fixed incorrect cards drawn when replacing Spellbinder's Epic skills
- Fixed Alphonse's specializations
- Fixed an infinite AP exploit in battle related to inventory
- Fixed being able to use inventory shortcut key in learn skill animation
- Fixed "Gain HP On Clear" mod affecting dead heroes
- Fixed resource caps not refreshing after reviving a hero, unless they were rotated out and into the party again
- Fixed Ida having the wrong hero crest on her portrait
- Fixes for renown bonus selection (click Reset Points if your spent renown points don't match up with your total)
- Fixed Spanish font appearance
- Implemented possible fix for fullscreen mode crashes experienced by certain users


## [Build 87j] - 2020-03-29
## Changed
- Avert status from Spider Leapers' Shifty trait no longer stacks

### Fixed
- Adjusted gravedigger's position in town to address dialogue being partially concealed by hero portraits
- Fixed a bug where replacing Shield Block displayed the wrong replacement school
- Fixed item enchantment cost check and craft button highlighting
- Fixed "Attached Attacks apply ..." effects applying to cards outside of the item
- Fixed area level label size on map node tooltip
- Fixed incorrect Heart of Winter school icon
- Fixed items missing flavor text
- Fixed Arc Lightning description
- Fixed Master of Hawks
- Fixes for Protected status effect
- Fixed Wind Generator unique (applies to new versions of it)


## [Build 87i] - 2020-03-29
### Added
- Added Movement tag to Battle Maneuver

### Fixed
- Further fixes for map node connections under certain conditions
- Fixed gain HP on Elite kill item modifiers
- Fixed Holy Bolt tags
- More localization fixes


## [Build 87h] - 2020-03-29
### Fixed
- Fixed quest activation issues under certain conditions
- Fixed map nodes not linking up under certain conditions
- Fixed Rift Lord timer's flare effect position
- Fixed Flanking Bola interaction with field obstructions
- Fixed Battle Maneuver mastered AP cost
- Fixed Scent of Blood mastered description
- More localization fixes

Crafted With Love,
The Mixed Realms Team
Gordian Quest - dwmr
Hey Heroes,

A big thank you to all of you who have undertaken the Gordian Quest so far. We know some of you have been running into bugs that have been affecting your gameplay, and we want you to know that we're hard at work to ensure your continue having a great experience. Here is a big list of all the fixes we've implemented so far. We will continue doing our best to solve any teething issues you may have and we ask for your patience.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

## [Build 87g] - 2020-03-28
### Changed
- Werewolf's Lycan Instinct now resets at the start of every turn, instead of stacking
- Werewolf's Lycan Instinct now grants 2 Armor per allied beast (was 3)
- Sanctuary resurrection cost lowered to 100 Gold.
- Updated revive hero view

### Fixed
- Fixed check for new skill grids (heroes will be retroactively awarded if they don't have the minimum number gained from level up)
- Fixed a bug where you could cancel master/discard animations
- Fixed Altar of Transfiguration always defaulting to the lead hero
- Fixed "New" label on guild hall hero entries
- Fixed Chain Lightning
- Fixed Opportune moment mastered version
- Fixed Shield Bash missing range icon
- Fixed Spike Armor not reflecting damage
- Fixed Flanking Strike
- Fixed Treestep
- Fixed Energizing Zones created by Bed Of Flowers


## [Build 87f] - 2020-03-28
### Fixed
- Fixed a crash when plotting a path on the map under certain conditions
- Fixed Opportune Moment mastered description
- Fixed extra movement tag on Forceful Swipe


## [Build 87e] - 2020-03-28
### Fixed
- Fixed "Area has additional enemy reinforcements" node modifier
- Fixed missing Fling card in the Force tree
- Fixed Sanctuary options in roguelike mode
- Fixed missing hero name in challenges
- Fixed Thundercord missing description
- Fixed UI lockup if completing certain events as the last node of a dungeon
- Fixed Balefire damage value
- Fixed Evoker starting deck for Pierre
- Fixed missing dialogue for "Pursing the Lich" and "United In Purpose" quests
- Localization fixes


## [Build 87d] - 2020-03-28
### Changed
- Improved text input in bug reporter

### Fixed
- Possible fix for a visual bug where skill points would go negative or be able to unlock multiple times
- Fixed a bug where battles would not resolve properly if the main hero died earlier in an event
- Fixed Full Moon and Full Moon werewolf's facing
- Fixed Thundercord missing description
- Fix for Battle Tempo interaction with Pivoting Slash and other movement skills
- Fixed Mastered Kill Streak giving 1 Quick Shot (should be 2)


## [Build 87c] - 2020-03-28
### Changed
- Vendor view will temporarily disable hero and inventory shortcuts

### Fixed
- Fixed a bug where resurrection in Sanctuary would only display dead party members instead of any dead hero
- Fixed dungeons not displaying their entrance flavor text correctly
- Fixed Intervention incorrect AOE highlighting
- Fixed Arcane Enhancement not working if no cards are in the target's hand
- Fixed a lockup issue when pets are killed by their own attacks in Thorns
- Fixed end turn button not refreshing instantly under certain conditions in the prologue battle
- Fixed missing dialogue for "Aid The Cleric" quest
- Fixed Blinding Dust missing description
- Fixed Prowl causing lockups
- Fixed Grounded talent missing description
- Localization fixes for Chinese, Russian, and Spanish
- Fixed VSync


## [Build 87b] - 2020-03-27
### Changed
- Adjusted number of enemies in Horde encounters at lower levels

### Fixed
- Localization fixes

Crafted With Love,
The Mixed Realms Team
Gordian Quest - Aldric


Hey Guys,[/b]

Gordian Quest is launching today at 12pm GMT and we are so excited to finally unveil the game to you.

Here at Mixed Realms, we are great fans of classic RPGs like Dungeons and Dragons, Ultima, Might and Magic and Wizardry. The idea of forming a party of heroes made up of warriors, rangers, clerics, wizards, mages and monks and bringing them on a grand quest has always been appealing and a big draw for us.

So one year ago we challenged ourselves to create a modern version of such games while still preserving the questing and turn-based combat elements that made old RPG games so charming.



The deckbuilding mechanic was an obvious answer. It is a popular and modern game mechanic which allowed us to weave hero progression and turn-based combat naturally into a game.





Next, as we wanted to accommodate a party of at least 3 heroes to bring to adventure, we created a grid-based battleground where heroes can move freely on one side to deploy passive and active skills from a deck strategically to deliver and defend against attacks, and enemies do the same on the other side. And as the game progresses and enemies grow in strength, players will be challenged to continually enhance their deck and develop effective combo strategies to keep the tide of battles in their favor.



For the element of adventure, we created a node-based system where maps, dungeons and events are always procedurally generated to offer a non-linear experience every time a player replays the game.



Finally, players who are looking for an unforgiving roguelike experience can ramp up the difficulty of their game, making the threat of permadeath loom over each battle.

In Gordian Quest, the narrative is about the relentless pursuit of power and resources by ancient humans which incurred the wrath of the Gods, who in turn rained curses upon the lands to punish them and their descendants.

Incidentally, this seems to mirror the events that are currently clouding our world - the pandemic, the worsening global climate and the looming economic crisis.

We believe that in the darkest and grimest of situations, we see the best and the worst in people. This is when the heroes and devils within us emerge. Fortunately in the case of Gordian Quest, heroes stepped forward and rendered themselves to save their world. The enemies are strong and the odds are stacked against them, but they know that it is a fight worth fighting so that later generations get to live free of these curses. And we hope that in these trying times, we will see more of such heroes in our world.


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Here's a Look at the Game Through Some of Our Favorite Youtubers and Streamers!





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Features and content during Early Access

  • One Act - The Early Access version features one Act, providing 5-6 hours of playtime per playthrough.
  • Six heroes - At the moment, players can choose from six different heroes each with their own unique class, skills, and playstyle to form a party of three and bring to adventure. At launch, there is a swordhand, a cleric, a ranger, a scoundrel, a druid and a spellbinder.
  • Hundreds of skills - The heroes have a combined total of close to 500 passive and active skills that can be deployed during turn-based battles, allowing players to discover and formulate their favorite combos.
  • Train and equip heroes - Heroes can be upgraded, trained and equipped with a large selection of weapons, armor and enchanted trinkets to enhance their abilities.
  • High replayability - Procedurally generated maps and dungeons and randomized hero skills make each playthrough different from the last.
  • Various difficulty levels - Take on hardcore mode for a teeth-gritting permadeath experience, or play more casually where death is only a setback.
  • Loot galore - Gather items and relics throughout your journey to boost your heroes’ abilities. In the future, you will also encounter mysterious items that can bless your heroes but also cripple them with a curse at the same time.
  • Carryover rewards and progression system - Get rewarded the more you play. Progressing in Acts with each hero lets them start off with a bit more resources, items, or even granting the ability to modify their starting decks.

You can check out our dynamic roadmap over here which we would update from time to time which details additional features and content planned for the full version -
https://steamcommunity.com/app/981430/discussions/0/1869497355997188988/

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Please Engage With Us!

We're a small indie game studio based in Singapore, known for the hit cyber ninja VR simulator called Sairento.

We love interacting with gamers and one of our mandates is to build games for gamers. Please help us perfect Gordian Quest by giving us your feedback and suggestions through our Discord Channel at https://discordapp.com/invite/tce6YMW.

Please share the game with your friends, streamers or Youtubers you love.
Thank you so much and stay safe, stay home and play more of Gordian Quest :)

Cheers,
Mixed Realms



Gordian Quest - dwmr
Hey Heroes,

This week, we lift the curtains on the skill grid system, which is one of the core progression systems for heroes, alongside itemization.



This diamond block may look unassuming, but it is the very first building block of your heroes. The first block you start with is always semi-randomised - meaning the placement of the inner 8 nodes are always fixed, but the outer 4 nodes will be in different positions in every run.



Every hero has three skill schools, which are essentially three separate pools of card that revolve around a particular play style. Each of these three paths has three tiers of skills (Common, Rare, and Epic).

When you unlock a skill node, you gain a chance to draw one skill from three randomly drawn choices, making every run unpredictable and giving you a unique build on every run. Mix and match between the skills of these three schools to uncover highly potent combinations and effective techniques.



Drawing a new card advances one of three stats - Strength, Dexterity, or Intelligence. This is denoted by the Red, Green, and Blue color of the card's title banner. This means that the more Strength (red) cards you draw, the more you boost the power of cards in that school, as well as granting a higher bonus to Strength rolls in event challenges.

Build your heroes to be strong, fast, or wise in how they handle both combat and out of combat encounters.



As with any deckbuilding game, the right cards can make your deck, and the wrong cards ruin them. If you aren't happy with the luck of the draw, you can always choose to redraw one of the existing cards in your deck. You will get a chance to pick one from three randomly drawn cards from the same school. This keeps every level up fresh as you can find a new card to make a build work, or improve the composition of your existing deck.



Heroes can earn skill points by levelling up, or through completing certain quests. Use these skill points to traverse the grid - nodes can only unlocked if they are adjacent to another unlocked node on the grid, thus you must plan ahead to be able to reach the nodes of interest.



There are more than just skill nodes on your grid. Through the course of the game, you will find ample opportunities to Master or Refine your deck through the skill grid. These highly valuable nodes can boost the power of any card in your deck, making it deal more damage or gain new effects on play; or take out a card from the deck, keeping your draw pile lean and deadly.



After spending 5 points in the skill grid, you will gain access to your next grid. This grid is procedurally generated, but within certain parameters. Within a range of levels, you will be guaranteed a number of Rare and Epic skills from each tree, as well as Mastery and Refine points. Their layout, however, is never the same, making levelling as a mini-game where you must chart your path through the skill grid.



You can choose how the new skill block connects to your existing grid. This is important, as you may recall that you can only traverse the grid by connecting adjacent nodes together. This means that depending on the layout of the new grid, you may choose to connect it straight away, or connect it another side to achieve the shortest path to the nodes you desire.

Over the course of the game, you may also encounter unique grids with special nodes that cannot be attained through the normal course of levelling up...



Your heroes' growth is in your hands. Every run will be something fresh and exciting, every level up an impactful event and an exercise in strategic planning. This is the promise of the skill system in Gordian Quest. No two skill grids will ever look the same, even for the same hero in different runs.

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We hope that was an exciting look into one of the systems of our game, We look forward to showcasing more cool stuff in the coming weeks!

Join us down in our Discord server for a discussion, or if that isn't your thing, feel free to start a discussion over here.



If you've missed out on our previous posts, here is all the teasers we've shown - this list will be growing as we go along!

If any of the above gets you excited, you'll be absolutely in for a treat with Gordian Quest. We can't wait to show you more, stay tuned!

Drop us a comment, wishlist our game and tell your friends about it :)

Sincerely,
The Gordian Quest Team
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