In addition, we've also been hard at work implementing some major changes as detailed in our earlier manifesto.
We can't wait to let guys take a peek at it - at the end of the month, we'll share another post with more details on how to opt into these changes (which will undergo a few weeks of playtesting before hitting the public).
In the meantime, thank you as always for all your contributions!
## [Build 89k] - 2020-05-21
Added - Added card art to replace placeholder art for 32 cards.
Changed - Boosted XP rewards for killing Elites and Bosses. - Resurrection costs are now scaled by difficulty (50/75/100 gold).
Fixed - Fixed a UI bug where cards in hand would not raise when hovered after performing one of several actions. - Fixed a visual bug where cells would remain highlighted when targeting an AOE skill. - Fixed a battle bug where passive cards in hand would not correctly pass the turn over if the hero died while using it. - Fixed Soul Link not damaging hero after transforming with Primal Aspect. - Fixed enemy Vampiric Touch trait not working. - Fixed Spanish accent appearance in events. - Various skill interaction fixes : Clone Trap, Divine Form, Ice Shard, Wolf Pack.
## Changed - AI action speed now has higher max and lower min values. It now also affects the duration that an enemy's card is raised, so players can have even slower or faster-paced battles as preferred. - When selecting a node to travel to on the map, the pathing system can now consider the a longer but clearer path if the shortest path is blocked by uncleared nodes. - When in right-click inspect, cards on the inspected item will enlarge on hover for better readability.
## Fixed - Fixed map generation bug to avoid unconnected nodes on the world map, which can sometimes happen during the Pursuing the Lich quest. - Fixed map generation bug where Valewoods Waypoint would sometimes not spawn correctly within the Valewoods region. - Fixed a visual bug where portals in dungeons would not disappear after returning through it. - Quivers can no longer be equipped without a bow or crossbow. - Updated save system to better prevent against data loss if your computer crashes or loses power mid-save. - Fixed Vendetta and Swift Kill interaction. - Fixed Multi Missile damage calculation. - Druid's Wind Gust no longer erroneously activates if target is rooted. - Various skill interaction fixes : Barrier, Intercepting Strike, Heavy Blow, Kill Streak, Mana Reserve, Molten Lava, Pivoting Slash, Zeal. - Various UI fixes.
## Added - Added VFX and sound effects to camp activities - Updated some UI backgrounds to have ultrawide support
## Changed - Celerity now triggers on playing a Movement-tagged card, rather than when you move.
## Fixed - Fixed a bug where the skill grid would not be recentered after starting a new game in the same play session - Fixed being able to right click on codex entries despite being locked. - Fixed quivers not being counted as offhand items in the sell view filtering - Fixed Invulnerable not blocking damage from Soul Link damage or certain status effects - Fixed Physical Limit not applying properly to owner of the trait - Fixed a bug where you could view an enemy's played card in the initiative bar even if the map had concealed enemy intents - Fixed damage preview for Finishers - Fix for "Heal cards restore X additional HP" modifier only applying to receiver to AOE heals - Fixed incorrect visual layering of bleed and chill effects on cards - In the Act I world map, if stuck on a node without any exits, clicking on any node will repair the links to your current node. - Various skill fixes : Arcane Spear, Bear Hug, Blitz Slash, Deliverance, Devastate, Full Moon, Lightning Split, Natural State - Various UI fixes
## Changed - Status debuffs from enemies are no longer inflicted if a hero successfully avoids damage from an attack (through Guard, Avert, or other means) - Further adjustments to card hitboxes for more accurate selection when there are many cards in hand
## Fixed - Transformations like Full Moon and Primal Aspect now copy over all existing statuses on a unit - When taking damage, Avert will now take precedence over Armor and Guard - Prevented top left status tooltip from blocking cursor input. - Fixed Blind status effect not counting duration properly - Fixed a bug where item affixes would not be calculated properly after Ida returned from Bear Form - Fixed a bug where Vanguard shield did not grant correct amount of Guard - Fixed a bug where Guard granted to allies by the Vanguard shield did not expire after one turn - Fixed a bug with Cook Rations in camp - Various UI fixes
## Added - Codex now remembers scroll position when toggling mastered card view - Adjusted card hitboxes for more accurate selection when there are many cards in hand
## Fixed - Fixed Avert not interacting correctly with certain status effects - Fixed Avert being triggered when gaining certain status effects - Fixed questgivers not awarding players with the correct stacks of crafting material rewards - Fixed Muscle Memory talent not working correctly - Fixed Enthrallment's Zeal effect - Fix for a softlock with the Spider Matron at low health. - Fixed a bug with Shrines where the effects could be triggered multiple times - Fixed items under Resources not showing until Equipment was selected at least once before - Fixed a UI bug when closing the skill page with a skill grid attached to the cursor - Fixed Fate redraw interactions with certain events - Fixed Cleansing Zone - Various skill fixes : Armor of Faith, Ankle Trip, Attack of Opportunity, Efficient Swordplay, Extra Ammo, Holy Hammer, Wild Hunt - Various UI fixes
We hope you are all coping well and staying safe wherever you hail from!
We are from Singapore, a tiny but beautiful island city down south. Like many countries, we are under lock-down mode and will be until at least June.
This also means that we are currently confined to working from home, which has dramatically slowed down our progress. We originally planned to launch Act II in late June, but it is more likely that we will have to postpone it to late July now. We are dreadfully sorry about that, but there is little we can do about it as not being in the same office does hamper our progress significantly.
Nevertheless, we will be letting you know when we have a beta bleeding edge build so you can test drive it first, possibly in early July.
Also, you will be pleased to know that we have been taking careful notes of your constructive feedback and working hard to rework our enemies, revamp the progression systems and re-balance the overall gameplay. We are certain you will see many of these changes by the time we launch Act II.
And now, allow us to share with you what we have in store.
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Act II : The Lone And Level Sands
The Rift Lord is defeated, but something far darker looms on the horizon. Leaving the Westmirean lands, you will join the merchant Marco and his convoy on an expedition to the far eastern lands of the Azul Desert. Here, you'll discover that hostilities have broken out between the two great nomadic tribes over an unfortunate death of one of their members, and a great conflict seems imminent.
Being caught in the crossfire of two warring tribes is just the beginning. The desert too, is a harsh mistress. Outlaws, elemental spirits and massive sand worms have made this hellscape their home. One misstep can spell a swift end to your adventures. But you must press on.
Far beneath the dunes, the buried remains of a Vanaian city holds the key to uncovering the history of Wrendia and the Vanai. It is a discovery that will shape the course of things to come.
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In Summary, Here's What You Can Look Forward To In Act II!
A brand new world location to explore, with new events, enemies and items.
A new item socketing system. Insert combinations of runes to empower item skills. Items can drop with sockets, or you can employ Barnaby's services to craft sockets on items.
Itemization redesign. Unique items will gain new, powerful effects that can't be obtained anywhere else.
Expanded camping and relationship system.
Reworked enemies, revamped progression systems and re-balanced gameplay.
Heroes wise, we will be introducing three new personalities. The first to grace an appearance will be a playful Bard in July. Then in September we will be introducing a skillful Martial Artist and a powerful Warrior, bringing our roster of heroes to a total of 9!
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Your Voice Matters
Thanks for reading and we hope you stay safe. We will continue to work hard in bringing you more exciting features and improvements in the game. We thank you for your support and patience as we continue to build this game 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! :)
## Added - Added option to retain cards automatically if cards in hand is less than retain count - Added retain card count statistic to hero page - Summon Spirit Hawk mastered version is now 2AP (basic version is 3AP) - Cards drawn as Temp (temporary) now have a corresponding tooltip to make it more obvious
## Fixed - Fixed an exploit where you could camp infinitely to amass advantages - Fixed chatting in camp overriding the card owner's activities - Various skill fixes : Alacrity, Battle Formation, Blade Mirage, Multitrap, Opportune Moment, Plunging Kick, Soul Drain, Vendetta - Various UI fixes
Here is our compilation of patch notes for this week, to be updated as and when we roll out updates!
## [Build 89c] - 2020-04-15
## Added - You can now view your max hand draw and max Channel charges on the hero page - Expanding the stat section in the hero view now displays a compiled list of item affixes affecting you - When picking a new skill, you can now browse your current deck in a side dock - You can now use Fate to reroll card draws when learning a new skill
## Changed - The term "Fatigue" is now called "Exhaustion" for better clarity, and is now displayed on the hero page. Exhaustion now reduces a hero's rolls in challenges. - Like the Ranger's sentries, Druid summons now act on the same turn they were summoned - Field objects no longer count as units for Guard calculation for Duel
## Fixed - Fixed queued attacks that overkill an enemy granting more last hit XP bonus than intended - Fixed Mastered Arcane Enhancement erroneously discarding mastered cards from target hand - Fixed additional Channel on hit not interacting correctly with hero max Channel - Fixed a case where the turn would not end properly if a unit bleeds out but gained healing in the same action - Various skill fixes : Flash Bolt, Mana Burn - Various UI fixes
Here is our compilation of patch notes for this week, to be updated as and when we roll out updates!
## [Build 88m] - 2020-04-12
## Changed - Items in codex now display possible value ranges for affixes
## Fixed - Fixed a case where dungeons were generating incorrectly, creating unconnected nodes across a floor. Existing dungeons with this issue will also be reconnected. - Previously, if you played as the Druid, you would be missing a chance to get all 6 heroes in one playthrough as her recruitment quest was fixed at a certain point of the Act. This is no longer the case, and the 6th hero recruitment quest will spawn in place of her quest. - Fixed a bug where rerolled nodes weren't resetting from its previous encounter properly. - Fixed a bug where consumables could be wasted on a dead hero - Fixed "Gain Crit on Trap placed" item modifier - Various skill fixes : Efficient Swordplay, Flanking Strike, Perfect Form, Tenacity - Various UI fixes
Our team will also be working on setting up a second branch of the game to let interested players playtest new content before it hits the public. We will have more information about this in the coming weeks.
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.
## Added - Added option to retain cards automatically if cards in hand is less than retain count - Added retain card count statistic to hero page - Summon Spirit Hawk mastered version is now 2AP (basic version is 3AP) - Cards drawn as Temp (temporary) now have a corresponding tooltip to make it more obvious
## Fixed - Fixed an exploit where you could camp infinitely to amass advantages - Fixed chatting in camp overriding the card owner's activities - Various skill fixes : Alacrity, Battle Formation, Blade Mirage, Multitrap, Opportune Moment, Plunging Kick, Soul Drain, Vendetta - Various UI fixes
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## [Build 89c] - 2020-04-15
## Added - You can now view your max hand draw and max Channel charges on the hero page - Expanding the stat section in the hero view now displays a compiled list of item affixes affecting you - When picking a new skill, you can now browse your current deck in a side dock - You can now use Fate to reroll card draws when learning a new skill
## Changed - The term "Fatigue" is now called "Exhaustion" for better clarity, and is now displayed on the hero page. Exhaustion now reduces a hero's rolls in challenges. - Like the Ranger's sentries, Druid summons now act on the same turn they were summoned - Field objects no longer count as units for Guard calculation for Duel
## Fixed - Fixed queued attacks that overkill an enemy granting more last hit XP bonus than intended - Fixed Mastered Arcane Enhancement erroneously discarding mastered cards from target hand - Fixed additional Channel on hit not interacting correctly with hero max Channel - Fixed a case where the turn would not end properly if a unit bleeds out but gained healing in the same action - Various skill fixes : Flash Bolt, Mana Burn - Various UI fixes
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## [Build 89b] - 2020-04-14
## New - Added Soul Link mastered version : When killed, owner will take damage equal to half the damage of the killing blow (full amount for basic version). - Added Sentry Ward mastered version : 0 AP (1 for basic version) - Added Direct Turret mastered version : 0 AP (1 for basic version)
## Changed - Natural State now expends, rather than exhausts a card - Some users have reported losing their saves if their PC powered down mid-save due to power interruptions or similiar events. We have updated our save system to be more resilient in such scenarios. - Nothing exciting, but we've made some internal changes to better prepare for updating items in the future. You may have noticed some changes in several items over the past two weeks. - Critical now applies to multiple targets in an AOE attack - Natural State now expends, rather than exhausts a card
## Fixed - Fixed playing certain actions swapping focus over to the targeted unit, instead of staying on the current unit - Encounters rerolled by shrines or events now match your party's level, instead of the node's last area level - Fixed a bug where discard button would erroneously appear over an unselected card - Fixes for certain uniques missing item modifiers due to various item system changes - Fixed a bug where dying in an event battle would not not save the event state properly - Fixed a bug where the Druid would not draw a fresh hand after ending her Primal Aspect transformation - Fixed IncreaseBurnEffect item modifier - Fixed initiative penalty for being ambushed not applying properly - Fixed Monster Level Increase map modifier - Various skill fixes : Arcane Enhancement, Barkskin, Lay on Hands, Stoneskin - Various UI fixes
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## [Build 89] - 2020-04-13
## New - Added 54 new card art for existing cards currently using placeholder images - Kills from pets or sentries now attribute XP to their owner - Heroes in the guild hall now gain passively gain XP based off 70% of the base XP of your party's encounters. This helps them stay more relevant as time goes by. - In battles, hovering over initiative markers at the top will now display enemy targetting. - In battles, you can now hold down ALT to view all enemy targetting.
## Changed - Card from items now faintly display the card's stat color in the title as well. This is to address player feedback of not being able to see what a particular skill is scaled with. - Borrow Weapon can now only take Attack skills from an ally's hand - Battle UI adjustments - Previously, cards would only be raised if hovering over a certain point on the card. You can now hover over any part of the card to do so. - Updated Armor Cache VFX
## Fixed - Shortspears can now be equipped in the offhand with the Dual Wield talent - Fixed a bug where quickly spamming space bar could cause end turn issues - Fixed a skill grid pathing bug where it would not calculate the shortest path to an unlockable node correctly - Fixed a bug where event battles weren't reset correct after dying in said battle - Fixed "Gain HP On Kill" item modifier - Fixed a bug where dying to a status effect while in your attack would not correctly end the turn - Fixed Dream Charm applying its card draw twice - Fixed a map bug where footstep sounds don't stop after a notification is displayed - Various skill fixes : Earthquake, Hair Trigger, Malice, Zeal - Various UI fixes
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## [Build 88m] - 2020-04-12
## Changed - Items in codex now display possible value ranges for affixes
## Fixed - Fixed a case where dungeons were generating incorrectly, creating unconnected nodes across a floor. Existing dungeons with this issue will also be reconnected. - Previously, if you played as the Druid, you would be missing a chance to get all 6 heroes in one playthrough as her recruitment quest was fixed at a certain point of the Act. This is no longer the case, and the 6th hero recruitment quest will spawn in place of her quest. - Fixed a bug where rerolled nodes weren't resetting from its previous encounter properly. - Fixed a bug where consumables could be wasted on a dead hero - Fixed "Gain Crit on Trap placed" item modifier - Various skill fixes : Efficient Swordplay, Flanking Strike, Perfect Form, Tenacity - Various UI fixes
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## [Build 88k] - 2020-04-10
## New - Added card art for Bed of Flowers, Deadly Gyre, Flash, Future Echo, Mana Tempest, Natural State, Nature's Ire, Poison Thorns, Relinquish, Transport
## Changed - Updated localization
## Fixed - Fixed a bug where Temp cards could not be retained - Offhand slot is now highlighted correctly when picking up a quiver - Various UI fixes - Various skill fixes
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## [Build 88j] - 2020-04-09
## Changed - Tweaked difficulty of encounters in Barnaby's Cellar (applies to new games) - Safe Passage nodes now restore 8 HP (was 2) - In battles, HP value is now displayed in green when at max value
## Fixed - Altar of Transmutation no longer returns the same item back by chance - Heroes are now attributed last hit XP for killing enemies with Thorns - Portals now close correctly after returning through them - Fixed a sell bug in vendors if you switched between item categories with items selected - Fixed a visual bug where the hero portraits would appear in a vendor's Sell view - Fixed a visual bug where bonus HP from renown was not reflected in the circle portrait (but was shown in the hero screen) - Fixed end turn with spacebar being disabled after using the bug reporter - Fixed a bug where you could draw more cards per hour in camping than intended - Fixed Forked Thought causing crashes under certain conditions - Various skill fixes
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## [Build 88h] - 2020-04-08
## New - Added unique item : Healer's Precept - Journal now displays separate badge counter for quests in progress and completed quests
## Changed - Reduced the number the traits that Elite enemies can spawn with - Updated Divine Form's form and description to be clearer. It can only recast spells with the "Holy" tag. - Unusable camp cards are now hidden at the end of a camp session instead of appearing disabled. - In camping, cards can now be deselected with right click (same as in battle)
## Fixed - Background overlay fixes for ultrawide monitors - Fixed a bug that could cause a soft lock between owners and their Soul Link pets - Fixed a bug where "Master starting hand in battle" would also affect innately mastered cards - Fixed a bug with "Gain HP after winning a battle" item modifier - Fixed a recruitment bug if you quit the game directly after completing a recruitment quest - Various UI fixes - Various skill fixes
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## [Build 88g] - 2020-04-06
## New - Added card art for Armor of Faith, Benediction, Celestial Power, Commanding Aura, Commanding Shout, Core Foundation, Holistic Care, Mana Siphon, Tangleroot - Escape menu now displays current act, difficulty, and game mode - You can now view the mastered version of a card when right click inspecting it
## Changed - Permadeath options have been separated from difficulty modes and restructured into Classic, Roguelite, and Roguelike modes, each with increasing levels of penalties for dying. All existing games will be defaulted to the closest choice. - Skill grid composition is now influenced by starting specialty class. Nodes for your starting specialty class are twice as likely to appear in the starting skill grid, and all skill grids learned by levelling up - Increased the chances for skill grids to contain Mastery and Discard nodes - Primal Aspect form now gains bonuses to stats based off the hero's stats
## Fixed - Merchant no longer sells duplicates of unique items - Fixed Bleed not working correctly on non-player units - Fixed a vendor pricing bug - Fixed Start Battle with Might item mod using incorrect value - Various map generation fixes - Various fixes for skills