Added long-awaited Steam Achievements. Magic enhancement has been added. Four types of spells (fire, ice, lightning, and summon) can be enhanced through seven levels. Battle balance has been adjusted. It is now easier to play.
I hope you enjoy earning points and seeing your numbers go up...
By overwhelming player request, I'm very pleased to deliver our new leaderboard feature to Abalon! Compete for global rank or aim to improve your score with each new adventure run.
Adventure Run Scores and Leaderboards
This update to Abalon incorporates a new scoring mechanic for adventure runs. You'll earn points for your performance in battle, successfully completing fate encounters, and exploring to find lore.
Battle Score
Victory in battle will now earn you points based on your performance in battle. Each type of enemy has been assigned a "par" score based on our players' battle statistics.
Par is the average number of turns it takes to beat this particular type of enemy determined by their level, type (minion, elite, boss), chapter, and your adventure difficulty setting. Substantial bonuses are awarded if you can beat the battle in fewer turns than the par average - creating a nice tensions between playing it safe, conserving resources - or burning through your deck to get the highest score possible.
Run Summary
Your run summary screen can be accessed anytime while exploring by clicking the trophy button or hotkey (R). This will show a detailed record of activities that have earned you points.
Fate Score
Successfully completing fate encounters will earn predetermined scores based on the encounter difficulty. Certain encounters (like the Sandpit Arena) will earn substantially more points than others. Unlike battles, fate encounters always earn a fixed point value regardless of chapter or difficulty. You also earn points for hiring mercenaries (or the entire den if multiple are sold together) or buying out an entire shop.
Resource Score
Unspent resources in your inventory will also grant additional points at the end of your run. However, please note that I incentivized exploration - so you'll almost always earn more points by spending your dice and gold to recruit guardians or complete encounters. Also note that paying off bandits does not earn points (but does spare you fight).
Challenge Modifiers
Coming in our next update, challenge modifiers will allow you to customize your difficulty and grant bonuses to your score. If you've got ideas for challenges you'd like to appear in the game, please share them here, on our community forums, or in our Discord.
Run Completion Bonus
Complete your adventure to earn a 10% bonus.
Personal Leaderboard
Clicking on your score in the Run Summary, pressing hotkey (K), or going to Progression -> Stats will take you to your personal leaderboard. Here you'll find a list of all your previous runs, when you last played or completed them, which Summoner you played, and a score.
"Wow! How do I already have points here, Ross?"
Great question! I built Abalon with the future intent to incorporate leaderboards, so, your runs statistics have been accumulating since our EA launch. What I didn't have was a clear understanding of how to effectively score players, and I wanted something that would really encourage performance and promote healthy tension between pushing yourself for high scores and conserving your resources.
Thanks to all of your feedback, I was able to derive these preliminary scores. I even factored in outliers, such as resource cheat exploits and game breaking artifacts - such as the Red Starling army - so that all players can fairly compete on the leaderboard.
The Red Starling flock was a powerful exploit of the Pied Pipe artifact. I hope you enjoyed it while it lasted
Global Leaderboard
The Global Leaderboard will show you your personal rank relative to the global Abalon player community. Here's our current top-rated players from around the world!
Summoner Leaderboard
And in case you're curious to see which Summoner has racked up the most points - the Summoner leaderboard will show the player with the highest score for each Summoner. Here are the current world's highest scoring Summoners and the players who achieved this honor.
What about Steam friends?
I've got you covered here, too! I've hooked up our cross-platform leaderboard with Steam Leaderboards so you can closely follow that fun climb-to-the-top rivalry with your friends. You can find these on the web here: https://steamcommunity.com/stats/1681840/leaderboards/10462919
The Steam leaderboards also feature individual leaderboards for each Summoner, so you can see how close you are to claiming the top position.
v0.85.1 Release Notes
Winning battles now award points. Win harder battles in fewer turns to earn more points.
Leaderboard shows your personal run scores, global high scores, and the top rated players for each Summoner in the world. You can also browse the Steam community leaderboard to compare scores with your Steam friends.
Balance: Pied pipe has been changed from "Small animals are loyal" to "Small animals that cost zero are loyal." The intended purpose of this artifact was for squirrels, rats and other rodents to follow around the player like in the folktale. But, I'm happy and delighted how players discovered you could make a ridiculously OP army by combining it with Breed and Red Starlings.
Fixed Bug: Server cloud saves containing ampersands weren't loading properly.
Fixed Bug: Where goblins retreating from the party or mischief events would linger in the overworld (Thanks Kuza).
Fixed Bug: Where null error was thrown in targeting (I think I fixed it, I couldn't actually reproduce it... but I added some conditions to prevent the exception...if not, I'm sure I'll get it next time)
Fixed Bug: Red Imp in the demonic realm wasn't charging gold for his services... silly imp... always ask for more than 0 gold.
Fixed Bug: Stuck camera after collecting a card from a Suspicious Tomb encounter.
Fixed Bug: Where my dev messages to you about game updates were getting spammed every time a battle started (Sorry about that!)
Fixed Bug: Time Flux now works on ANY ally on the board (not just visible ones) - thanks mr.kitty
Fixed Bug: Blind units (ex: sandstorm) could not target adjacent spaces as targets (only adjacent units). This resulted in spells not being highlighted in hand. It also caused the spell to fizzle when cast on adjacent tile. (Thanks Reiga)
More to Come
There's still a lot more coming before our 1.0 release on May 11th. Our next update will be a major one. This will add 4 new Summoners, a large collection of new cards, characters and artifacts, and challenge modifiers you can use to customize the difficulty and earn even more points on the leaderboard.
I hope you've enjoyed this update. I love hearing your feedback, so please feel welcome to reach out via reply email or join our community on Discord. I can be reached almost any time RossD20Studios#2359 :)
Your Steam reviews of Abalon are also very much appreciated - thank you so much for your positive feedback and thumbs ups!
In preparation of 1.0 release (date still TBD) we are pushing out bug fixes, optimizations and a new game mode for you all to enjoy!
Patch Notes
New game mode: Endless Waves - survive as long as you can in the endless wave mode, with each wave getting progressively more difficult and unleashing new enemies. Earn bonus crystals for every wave you survive!
Texture optimizations
Fix to dodge key rebinding
Suburbs bug fixes and optimizations
In game pause menu improved
Single Player flow improved
other minor fixes...
Looking for others to play with? Join our Discord!
New features: -2612's HUD icon has some new animations -Turn on visible hitbox in the options menu -Adjust BG brightness/opacity
Content roadmap: -Steamdeck/Linux version -Difficulty labels for the high score board & My Chronicle menu -New weapon sets -Final difficulty mode (tentative name) -...and maybe more, TBA
Ladies and gentlemen, today is a fabulous day! Our newly completed Under Contract demo is live and boy oh boy did we spend time refining this bad boy.
So a quick rundown of everything that is in it.
You can now play a total of 16 nodes in any direction from the initial starting point of the first department. The Marketing Department. Once you hit your limit you can always create a new save and explore in other directions.
During the demo you’ll be able to
Play the entire intro and setup for Under Contract.
Fight against Demon Minions in our 1 on 1 battle, including the very sticky rewards that follow.
Play against our many gameplay modes and puzzle hazards.
Rescue your first coworker Monika from eternal damnation and receive appropriate rewards.
Try out the companion system.
Play the game on three different difficulty settings (easy, normal, hard).
Other features include:
The demo is supporting 10 total languages: English, French, Italian, German, Spanish, Japanese, Korean, Russian, Simplified and Traditional Chinese.
The game supports a SFW mode, so it is streamer friendly and safe to play! Though I would still be careful as the text is still a little raunchy.
Support for Key Rebinding is now possible on Keyboards.
thanks for supporting the development of Rogue Voltage!
I am full-throttle underway to bring the public demo to you. Just a couple of weeks longer, as I am trying to line it up with a Steam festival to really make a mark and give you the best experience of wiring and rattling and zapping there can be!
In the meantime you should
Wishlist and Follow here on Steam
Join our growing Discord community to be the first to know
Watch beloved Indie games content creator Retromation wrap his head around a first look into the demo (Spoiler: He's doing really fine!)
Thanks for your patience and all the best from Berlin,
First of all a big thank you and welcome to all new players since our Early Access Release last week!
We are very grateful for all of your feedback that already reached us over various channels and work hard on the next patch.
While those patchnotes will come later this week, we also want to give you an insight on the "bigger picture" and what's planned next.
So let's jump right in:
Q2
Tower Defense Level 6-10
More Level = More Enemies = More Loot.
Recipe Modification
Small teaser, more on the next update:
Recipe Modification - Steam Workshop Integration
We want players to be able to share their Recipe Modifications with other players.
Improve Player Onboarding (Tutorial)
Currently some players have difficulties understanding some mechanics of the game, especially base building. We want to improve that with more EIRO Protocols (Tutorial & Wiki), hints and tooltips.
Filter Grabber
It is currently possible to configure a Grabber to only Grab Items when some conditions apply. However, it is currently not possible to have an Item Filter for the Grabber. So that a Grabber only grabs one Item Type e.g. "Only grab Iron Ore". We want to add a new Grabber Type (Filter Grabber), that will implement this feature.
Storage Building & Resource Hub (Storage)
A Storage building that can be used to store various Items. Items are put in and taken out by grabbers. We think this will play nicely with the addition of the Filter Grabber and allow for more options to build your production lanes. The storage amount will also be upgradable via the Resource Hub.
Tower Chip Equipment for all 6 Towers
New recipes will be unlockable that allow to craft equipable Chips for each Tower. Tower Chips will mainly add special Skills to Towers, similar to the Skills you already know from the Skill Trees:
(Example from the Tesla Tower Skilltree)
Q3
Tower Defense Level 11-12
More Level = More Enemies = More Loot.
Statistic Rework
There will be more Statistics and we will improve the presentation of those.
Modding
We plan to integrate Steamwork Modding into the Game.
Q4
Tower Defense Level 13 and more
More Level = More Enemies = More Loot.
Legendary Skilltree
The Legendary Skilltree will become available. Stay tuned!
Endgame Content
More on that later!
Always ongoing
More EIRO Protocols (Tutorial & Wiki)
More Quests (Questbook)
More Equipment
More Crafting & intermediate Products
More Enemies & Variatons
Improve User Experience (Sound, UI, Graphics and more)
Implement Player feedback
We hope this gives you a better overview of where we are heading with this game. Of course some things may be subject to change, but overall this is what we currently have planned for Project Astra Dominum!
Please also note, that we are just a small indie studio and this is our first title. We try our best to improve the game, but some things may just take time and even the best planning can change within a year.
Let us know your feedback, ideas, suggestions and whatever you like to tell us on our Discord or in the Steam discussions!