Hello dear friends, finally the fix is ready. Let's see what is fixed:
Standardized all dialog options - now when leaving a dialog, if there is nothing more to ask, a selection box with a Cancel button will be shown so you know there is nothing more to discuss with the character;
In the first chapter, fixed Lauren's sprite when she had the emotion of being scared before attacking the Dealer's Hand, even though she was calm in the text;
After the battle with the Dealer's Hand and Ethan's wounding, when Fabian rushes back to the cabin, added the sharp sound of the door closing, which was missing;
Fixed the description of the item "Wanted paper" from the tavern;
While searching for the key to the Tovenaar's room, there was a logic error where if you had already gotten the key from Bill's hammock, there was an option to "ask where the key is" in the dialog with Phil - fixed;
Checked a rule that now prevents going further if Fabian has an item in his inventory that needs to be used now;
Fixed animations with Anna before the island (face is not as wide in the final shot) and with the hole in the wall (added missing animation for rough start);
Added sprite movements across the screen in all the necessary places in chapter 2, according to the text;
Slightly updated Ethan's drawn in background (when he cleans up with the broom) and added a hat option if you gave him one;
After Benno gets new clothes, she was drawn into the daytime kitchen background in the old form - fixed. It now matches the sprite;
Additional sounds have been added to some 18+ scenes. Also added sounds to the scene with Aquanite on the island, as they were missing before;
There was a break in logic in the scene with Lauren handing over the clothes - if there was no masturbation scene before, she still said she saw Fabian's dignity. Now the bug has been fixed and she doesn't say anything if there was no previous scene;
Fixed typos throughout the game in Russian and English;
Fixed a bug that was causing the hole-in-the-wall scene to not be added to the gallery;
In Chapter 3 (starting with the encounter with Sorna), all relationship checks have been lowered by 2 points (test);
Fixed the presence of the ship crackling sound in Dentwon Night and the entire scene with Vetra in the library;
Corrected some sprites (for example, the sprite of Vetra in the med cabin has been changed to match how she looks drawn into the background);
Added the ability to enter cheat codes in the game (in options). Present codes for money, opening the entire gallery, maximize relationships with all characters;
Added a tutorial window before the mini game "capture the city" in the quest Lauren.
We have done a fairly serious check of past errors and hope that no new ones will appear. Now all the focus is on further content! In confidence, we'll tell you that the scriptwriter has already planned everything for 4th chapter, the artist has already started making sketches and there are a lot of exciting stories ahead of you!
I'm currently working towards the release. During the last weeks I am busy with working on the monsters of the second story chapter.
This will feature a lava landscape theme in which the dungeons will be played. There you will encounter enemies with the element of fire. Everything from fireball throwing imps to hellhounds breathing fire will be there.
Thanks to the active community in Discord, there is already a new demo patch. Some errors were reported, which we were able to quickly fix thanks to detailed descriptions. There were also really great suggestions, some of which we have already implemented in the patch.
In addition, I was able to collect a lot of information through the dungeon replays in order to implement further balancing changes.
Version 0.0.2.2 (28.04.2024)
add capacity tooltip in dungeon editor
improve dungeon editor selection of small dungeon components (e.g. barrels)
adjust color swirl to blue for elites and red to bosses
raise initial energy cost for whirlwind from 8 to 12
slightly increased monster damage
adjust font style
fix chest colliders in dungeon editor
fix exlosive arrow damage
fix fire heads immune duration
fix key bindings during dungeon draft renaming
fix keeping draft names while saving
fix life regeneration
fix active theme selection
fix league pagination
Join our active community and create an awesome and unique dungeon. There is already an active community playing the demo who will try to conquer your monsters and traps!
There was a problem with how Katia in the Apartment scene in night one animations were working, so recoded them. Also fixed one animation that was flicking a black screen.
Hero Mastery, end-game Skull dump mechanism, Bosses randomization, Elite’s rework, Covenants rework, new UI and more! This update serves as a foundation for the future on the project. It was a hard road but here we are. Thank you very much for your patience and let's see what's inside:
New Features
Hero Mastery Hero Mastery is a system which allows Heroes to accumulate experience between the sessions to unlock new cards/talents/elites etc. It's a solid foundation on the future Heroes we are already preparing for you.
End-game skull dump mechanism Mechanism which makes the skulls valuable even when all the progression is completed. You will naturally find it out when the time comes.
Boss randomization ACTs I and II now have one additional end-boss variation, which will require you to adjust your build and tactic for it. You can see what boss is waiting for you on the adventure map.
Friendly Elite’s rework Your Elites are now more valuable than before. When you upgrade them - they not only receive raw stats gain, but also additional effects. The first 2 upgrades (up to level 3) will provide your Elites with additional capabilities, all following one increase in stats. On upgrade 3 Elites receive a massive stats boost. We also added a new UI for your squad which allows you to check your Elites hit points, cooldowns etc. at any time, even between the battles. One more change: you can not swap your Elites anymore - once you choose one it will follow you to the end of the run.
New rare location - Elite Shop It's a rare location which will satisfy gold stacking build lovers. All the entities found in these Shops are always Legendary.
Covenant Trees Rework From the previous tests it was obvious that the system needed some changes. Now it's much easier to obtain most of the perks, a lot of them are now active even if a Covenant is not chosen. Some perks now have ranks, which makes your choices much more fluent. Many perks were also reworked to match new power levels and new mechanics. The UI was also updated.
Boss and Elite Health Bars Bosses and Elites now have fancy additional Heath Bars, to emphasise the fight is dangerous and to make it easier to track their buffs and health.
Adventure map Adventure map now looks less like a strict net, we changed some pathing and variations. For example the Adventure map now can have empty spaces, which leads to unusual connections. We were also experimenting with the parallax and camera on the Adventure map. You can now zoom in/out and move the camera around with the right mouse button if you want.
Talent distribution rework All the talents now also have rarities same as all other content in the game (Common, Rare, Legendary). Your chances to find a rarer talent now depends on the level itself. Additionally maximum level increased to level 10, so if you wish to do EXP build, you have that option now.
Characters' mini dialogues bubbles Some characters now interract with the player via saying a few phrases.
New Content
Added 11 new trinkets:
Tombstone
Treasure Map
Baobal’s Glove
Crossed List
Smoke Grenade
Chevrons
Enclave Anvil
MRE
Black Leather Cap
Mana Box
Winged Boots
Added 6 new talents:
Battle Trance
Booming Voice
Pathfinder
Ultimatum
Business Shark
Black Blooded
Added 4 new enemies:
Boss ACT I: Rapier Master Pierce
Boss ACT II: Necromancer.
Elite enemy: The Eye
Normal enemy: Zombie
Added 7 new cards:
Repentance
Ice Orb
Explosives!
Blood Orb
X2-ER
Lore Book
Unload
Added 3 new events:
X2-ER
Vending Machine
Crimson Ground
General Changes
Control tweaks (we changed how users point and click, confirm targets and logic a bit, so it's less clunky, and also added secondary hover indicators like mouse cursor and extra glow level). As well added new targeting animation for cards and units.
Changed animation for how cards are played, divided by the source that it came from (deck or was created in battle), cards also now fly with a trail to a corresponding deck.
Added deck shuffle animation.
All cards received new look, which better represents the rarity
All talent and trinket cards received new look, which better represents the rarity
Added animation for the cards which are automatically played from hand to make it comprehensible.
Added small delay when most windows pop-up so user can't accidentally choose something
Changed First time user experience to properly work with the new Hero Mastery feature
Added mastery experience bar on victory defeat screen
Added Abandon confirmation window
Added Animated Text for the events
Added secondary tooltip for keywords in talents and trinkets
All backgrounds received a new look with more detalisation
The Attack value in cards now dymanically changes the amount of outgoing damage based on your attack power
Added Level Up Animation and text for the Hero
Defender, Ward, Elite, Boss and Reflection token sprites was updated
Time of the run now calculates correctly
Pause now actually pauses the game, including the timer
Torture mechanic now has a visual counter
Added scroll functionality if you have LOTS of trinkets
Added Discard and Main deck views, you can access it by clicking on the corresponding decks
View of buffs changed not to cause such huge overlap as before
Adjusting the view of Elites’ cooldowns
Added visual for Exhausted cards
Main Menu UI fully reworked
Starting story now only shown once
If you have an active saved run - you will be now automatically load right into the action on game start
Reworked UI for for victory and defeat screens
Added many new UI and gameplay sounds
Added many new VFXes.
Balance
Many cards, talents, summons and elites were changed, considering other changes the game should feel fresh, even if you are a veteran Hell Shuffle player
Shop default amount of rerolls increased 1 --- 2
Loot location now always have a choice from two Trinkets instead of one fixed
Difficulties Hard and Hell are now just a little bit easier, bonus health is reduced roughly by 10%.
Saplings, Huge Treant, Noblemans, Big Boy, Shackled Souls, Living Bloods enemies were reworked and received new abilities.
Fixes
Movement visual bugs
Adjusted logic of play/continue behaviour. Locked the windows which should not be accessible in continue state
Fixed some character VFXes were not following the owner causes visual glitch
Fixed a bug which caused Shop to have repeating goods
Fixed various other bugs.
Future of the game
Our plans are to focus on two new Heroes ASAP. We understand that will have a huge impact on both replayability and mastering new playstyles. Hero number 2 with the working-name Baji is already in the development. Very small sneak peek: it's a beast master type character, who directly controls his pets, gathers trophies from the enemies and ensures his survivability by distracting the enemies and dodging their attacks.
We also have a plan to add a menu in which you can look at all the content in the game, like a Codex. In it you will be able to check all the content you encountered earlier and look for the missing parts of your collection.
As a part of the Codex - we want to add various Hero skins to it, so you can choose the appearance of your Hero. Skins will be a reward for hardest encounters/achievements etc.
We were also thinking about the 4th difficulty level, which might have an additional ACT and a new boss. This is in very early development right now.
Controller support.
Additional note is that all previous saves are wiped. We did it for a various reasons, first of all we changed the format of all saves files, so its much more reliant. Secondly, we changed lots of core mechanics, NO MORE SAVES WIPES ARE COMING IN FUTURE PATCHES.
Feel free to join our Discord and Twitter and leave your suggestions and thoughts!
1. Fix the problem that the screen resolution cannot be modified normally. 2. Added automatic aiming function in the game. 3. Added "Monster Animation Rate" and "Texture Accuracy" options in the settings menu. Reducing these two effects can greatly increase the number of game frames. 4. Fixed the problem that some novice guidance content could not be triggered correctly. 5. During the battle, the current difficulty coefficient will be displayed in the upper right corner of the screen. 6. Try to fix some achievements that cannot be displayed in STEAM after being achieved. 7. Fixed several crash issues. 8. Try to fix the problem that under certain special circumstances, the game will not win and will automatically enter the endless mode.