This is hopefully the last of the hotfixes we're pushing to default branch, and we can return to making actual new content instead of fixing issues.
For those of you curious on what happened; the relaxation activities (Gardening with Dawn, Spanking Morwenna) unlocked a number of cards that weren't properly tested yet (and weren't planned for release yet). We've spent the last two weeks tidying up that snafu.
This bugfix fixes a large number of them, and also tidies up various smaller UI issues reported on ultra-wide monitors.
We're shooting for another content-heavy update towards the middle of May, focused on Roslynn and Pog. We'll start rolling it out on Beta branch in the next week or two, and then to the default branch once the content is complete.
Full changelog: 0.2.3f - Fixed gem rewards in the dungeon not being set in the inventory - Fixed Morwenna's gem requirements not tallied properly - Fixed Gouge card not applying damage, and not discarding hand - Fixed Groin Smash card not shuffling Shame cards into Discard - Fixed Hard Blow card not giving bonus damage to Blow cards - Fixed Hunter's Mark card dealing wrong bonus damage - Fixed Impale card not giving potency - Fixed Inflame card wrong description - Fixed Lusty Smash card giving potency to wrong target - Fixed Pestilential Purge card not destroying cards on hand - Fixed Rage Smash card not giving rage - Fixed Set Weapon card not dealing double damage - Fixed Remove cards logic not properly removing cards - Fixed Savage Smash card not dealing bonus damage - Fixed Shield Smash card not applying block - Fixed So Much Spunk card not shuffling Spunk cards into Discard - Fixed Strip card applying negative armor - Fixed Wallop card giving block to target - Fixed Whack card not shuffling Fatigue cards into Discard - Fixed Wizard Blow card description - Fixed Poison combat effect dealing negative damage - Fixed Magic Attack Bonus combat effect not dealing bonus damage - Fixed Target combat effect's tool tip wrong description - Fixed Mojo text in Deck UI
0.2.3e - Fixed missing dungeon event reward - Fixed the Sanctum showing when loading a dungeon save - Fixed black background in Offering Of Fluid dungeon event - Fixed some missing icons for cards received from random dungeon events - Fixed Beatdown card not shuffling Blow cards into Discard - Fixed Begin the Hunt card not shuffling Hunt, and Slay cards into Discard - Fixed Blast of Funk card not shuffling Funk cards into Discard - Fixed Boom card not shuffling Stun cards into Discard - Fixed Brutality card not dealing damage from amount of attack cards in hand - Fixed Brutalize card not shuffling Brutality cards into Discard - Fixed Bunch of Pricks card not shuffling Prick cards into Discard - Fixed Buttstroke card not applying damage correctly - Fixed Crippling Blow card not applying weakness debuff - Fixed Deflect card inflicting negative potency on self - Fixed Disappear card's wrong description - Fixed Double Throw card not shuffling Throw cards into Discard - Fixed Drunk card leaking text description - Fixed Drunk card not shuffling Nausea cards into Discard - Fixed Drunk card not giving potency when held - Fixed Edge Blow card not getting additional damage from Shield type cards - Fixed Elemental Blast card not dealing damage when neglected - Fixed Engorge card having a mojo cost - Fixed Flametongue card not inflicting Burns - Fixed Future Mojo card not shuffling Quick Mojo cards into Discard - Fixed Unblockable Damage logic - Fixed Draw Attack cards logic - Fixed Draw Actions cards logic - Fixed draw queue not clearing - Fixed acid card's neglect logic - Fixed acid card's neglect damage displaying incorrect value - Fixed "If Fatal, draw X cards" not drawing - Fixed "If Fatal, gain X mojo" not gaining mojo - Fixed First type cards not being drawn first - Fixed aura rewards causing other cards to not function - Fixed aura rewards not displaying in combat - Fixed random dungeon events duplicate addressable keys - Fixed combat effects not being cleared properly - Fixed missing character name in Linda's intro conversation - Fixed Dawn's get flower failsafe conversation still being played after finishing the quest
We added a couple of new maps in the Clumsy Guys game, with new mechanics to try out against your friends:
Glass Bridge: Jump on glass tiles that forms a bridge and try your luck, one tile will break and make you fall, and the other one will stay, which lets you progress to the next one, until you reach the end!
Cannon Fodder: Run to reach the destination, while avoiding cannons that are shooting at you!
Color Clash: Run on color tiled bridges, when a color flashes in your screen, all tiles will disappear but the ones of the color that flashes will remain. Step on the right tiles and watch the colors to make sure you don't fall!
You can try these new maps and access them from Noblewood's Arcade!
We released the brand new Vending Machine Tower, which shoots soda cans at enemies giving them different effects based on the mode you set the machine in:
-Orange mode gives a strong burning effect -Green mode gives a weaker but longer poison effect -Violet mode gives a moderate slowness effect.
To unlock this tower, you need to go to Celestia's tower merchant and buy it for 500 ironhold coins!
This week's emote /soda, makes you drink a can of soda so quick that you have to burp it. If a friend is nearby, you can shake the can and give it to friends, to have it explode in their face!
To unlock this emote you need to have at least 29 stars in the Star Milestones!
This week's challenge requires you to find money, then buy soda and drink it! When the table is placed, money will appear all around the map, walk on it to pick it up, and go to the soda machine that will be nearby the weekly challenge table to buy a soda and progress on the challenge!
How it works: Unlock the Weekly Challenge table in the Star Milestone. Place it whenever you start a map and it will record your challenge progress while you play. You need to place it every time you start a map for it to record. Watch your numbers grow and make sure to complete the target score before Friday.
1. The music files are now directly into the folder instead of being inside another. It was redundant. 2. The music tracks have been renamed with a numeric index, so they can be played in the proper order.
This patch features a new single-player game mode called 'Survivors', there's a rework of the Mojo Tower, and online matches that lose synchronization will now pause and re-run the game, to try to resync.
New Features: -- New single-player game mode: Survivors ---- Survive as long as you can! Destroy 10 enemy units to Level Up, each level brings a set of random upgrades or units to choose from. ---- Features swarms of new Neon MiniBot units
Balance Changes: -- Neon Mojo Tower: Energize ability ---- Reworked: Can now be automated. ---- Energy Generated: 50 -> 6 ---- Mojo Cost: 100 -> 15 ---- Energy Cost: 14 -> 8 ---- Cast Time: 1s -> 10s ---- Impact Radius: 4 -> 7
-- Neon Worker: Build RazorBay ---- Cost changed: Iron + Steel -> Mana + Steel ---- Now costs the same resources as the Razorback, also is a bit easier to get in the early game.
-- Move Speed Upgrade ---- Now reduces turn timers ---- Air units were incorrectly getting +10% increase, is now +5%
Bug Fixes: -- Fixed rare bug that could cause a desync after a rollback -- Added protections against lag-spikes caused by pathfinding -- Ground units switch from obstacle-avoidance to pathfinding more easily
Other Changes: -- Some unit weapons animations that use a disc have been improved. -- The tooltip for Neon Talon: Dash now shows energy cost -- When resource patches are mined out, they will properly spawn the UnitKill explosion
* This is a gameplay patch, so this version is not able to run replays from any previous 0-1-7 build.