Dungeon Drafters - manalithstudios
Hey everyone ✌️ Fressato here!

I hope you're all enjoying the latest patches! As we mentioned in our previous post, 1.1.1 was our last major update as we shift our resources to new projects. However, we've seen the need to release some additional hotfixes and small patches to further improve the game and address some issues.


We’ve made bug fixes and quality of life changes based on your feedback. Also, some of the changes in these hotfixes were meant to be included in 1.1.1 but weren't implemented in time for the patch due to various reasons. We’ve addressed these to ensure the game is in its best possible state. All of those should be disclosed properly down below.

Thank you for your continued support and feedback. Here are all the fixes and changes between versions 1.1.1.1 and 1.1.1.5.

Patch Notes



Quality of Life Changes
Text Corrections in Multiple Languages

We've made numerous grammar and consistency corrections to the text throughout the game. Our goal is to ensure the language is as clear as possible, based on player feedback from both Steam and Discord. While these changes might not be immediately noticeable, please rest assured that if you reported an issue with the text through the appropriate channels, it should now be fixed.
Deckbuilder UI for Controllers

We've made adjustments to the UI interactibility in the deckbuilder to improve the experience for players using a controller.
Map Selection for Controllers

When using a controller, both Scavenger and StageCoach will now have a dungeon/region pre-selected for the player, displaying its image, description, and difficulty. Previously, a region was selected, but players needed to interact with the interface before any information appeared.
Secret Character Movement

  • The movement of the secret character has been slightly reworked to be less dizzying for some players.
  • The secret character will no longer change their custom movement when hexed. They will continue to use it while having the effect. This addresses the bug where the movement would be lost after losing Hex.
Miasma on Shrines

Corrupted Shrines will now mantain their pad under them, but they will be faded to indicate that they cannot be utilized. This change helps clarify that the shrine can still be activated with the Heavenly Slip curio.
Adventurer's Shadow Fix

The Adventurer's Shadow entity from the Tower has had its counter and throe mechanics fixed to address some minor issues.
Trading Hand Visuals

The trading hand now features a smoother animation for its trigger tile disappearing when hit by the player.
Thermostat Targeting

Thermostat now properly applies Wound only to entities it considers enemies of its summoner. Thermostats from dungeons attack allies, while player thermostats attack enemies.
Small VFX Changes

Some VFX have received small additions to better communicate their effects.
Crazy Rooster Sound

The Crazy Rooster is now less loud.
Changes Intended for 1.1.1
Cards Ranges and Targets

  • Blink now has the intended range, forming a 5x5 box without corners instead of a diamond shape.
  • Blooming and Earthbind's root area of effect has been increased from 5x5 to 7x7.
  • Heroic Stand can now be cast on both the player and any monster.
Shrines Spawn Rate

The spawn rates of some Special Shrines have been increased based on observation of playthroughs and community feedback.
Ancient Effigy

The Ancient Effigy will now adjust its starting action at the beggining of the Boss Fight based on the player's HP and the number of petrify statues in the room. It will alternate between Gaze and Reanimate. This change aims to speed-up the fight and reduce frustration for new players in the tutorial, while maintaining the standard fight for experienced players. Additionally, this adjustment affects the Boss Rush, skipping a ineffective turn from the effigy at the start of the fight.
Adventurer's Shadow Simple Rework

1.1.1.5b: As many players have always noted, the Adventurer's Shadow from the Tower was quite a pain to deal with, no matter your deck. We noticed that players were relying more on luck to avoid encountering them rather than adapting their decks for these fights. Therefore, the Shadow received a light rework. It will now always have half the player's Max HP (always at full HP), and it no longer has a counter. Also, it's death throe was changed, now dealing a third of the player's health as non-lethal damage when it dies.
Conditional Trait

A new Trigger trait has been added! All conditional trigger cards now have this trait, making them easier to identify in-game. Please note that this is exclusive to cards and serves a purely meta purpose, helping players identify and locate these cards for quests, as requested by many.
Strider Glove

Strider Gloves now properly doesn't trigger with only the default movement. This change was intended for the 1.1.1 update but was accidentally reverted during the game update process, resulting in the need to quickly adjust the description between versions 1.1.1 and 1.1.1.1. With this fix, Strider Gloves now function as intended. Additionally, to compensate for this adjustment, the charge has been changed from 3/3 to 2/2, ensuring it remains useful for the many traveler decks that utilized the curio previously.
Other Curios Changes

  • Anvil Charm charge changed from 3/3 to 2/2
  • Hunter's Eye charge changed from 3/3 to 2/2.
  • Planar Prism charge changed from 3/1 to 4/1.
  • Plasma Quartz charge changed from 2/2 to 1/1.
  • Ritual Dagger charge changed from 2/2 to 1/1.
  • Smoke Bomb charge changed from 2/2 to 1/1.
Glacial Library Boss Fight

In the Glacial Library boss fight, the center pillars should now be removed when fighting on higher miasma levels. This change was intended to be included in a previous major update but was inadvertently overlooked. It has now been properly implemented.
Player Traps Timing

All player traps that were not standardized previously now function properly. They will disappear only at the end of combat or after a turn when out of combat.
Disease new Interaction

Healing while Diseased now removes 1 Disease. This is a interaction exclusive to the Player and described in the Disease card.
Metal Box Consistency

The metal box from Magma City now properly deals damage similar to crystal gems. The main difference is that metal boxes can also damage the player.
Other Bugfixes
  • Warnings no longer interact with other cards and environments in an unintended way. This issue was noticed and fixed immediately after the 1.1.1 release, despite going unreported.
  • Champion Nuesh won't receive Stealth during the Enrage action turn on higher Miasma. This prevents the instant Lure cancellation of the action by the Crowd dealing stealth after it.
  • Fling will no longer activate triggers at the final tile of the entity's movement before the entity receive damage. This change prevents a potential softlock where an entity with 0 HP would fall into a Chasm.
  • Hinokami now properly triggers the Crush VFX when crushing an entity during the Dive action.
  • Succor targeting during the casting process has been fixed.
  • Baleful Shot can no longer target shield effects. The implementation of shields is particularly different from other effects, causing Baleful Shot to not work properly. To prevent bugs and avoid players wasting AP and their effects, Shield cards are no longer selectable to cast. This change is also reflected in the card's description.
  • The trait values of some monsters and cards have been fixed.
  • A bug from version 1.1.1, where the Ancient Effigy would land on an already occupied tile, has been promptly fixed following the update.
  • Many card previews with small specific inconsistencies have been fixed. This includes issues such as projectiles from a specific distance previewing their arrows in wrong directions, highlights on cards showing entities that should not be hit receiving damage, and more.
  • Punt Ogre now properly animates their Lure attack.
  • Decorative lava waterfalls in the magma city boss fight are now properly layered.
  • Vinethorns will no longer cause the game to softlock when stepped on during the last action point while out of combat.
  • Fixed the Frozen Meteor issue were it would summon the prop when casted in tiles occupied by sturdy units.
  • Stone Sigil will no longer grant the player infinite immortality if it dies while Diseased or by Petrification.
  • Thran Dynamo will no longer overlap entities inside one another in specific situations.
  • Numerous inconsistencies and bugs in Shadow Warrior have been addressed and fixed.
  • The Tome Shrine Praying secret had a small inconsistency that has been addressed and fixed.
  • Demiurge will no longer encounter issues moving entities away from their spawn tile, even if they are sturdy entities.
  • Demiurge will no longer lose its movement immunity after attacking itself. Additionally, Demiurge will no longer attack itself with Ancient Pyre.
  • Players will no longer remain highlighted after the first monster acted while playing with a controller.
  • Aerial Ace will no longer cause issues when targeting a monster over any rooting tile while flying.
  • Phantom Throw now features a consistent preview similar to Card Throw.
  • Siren and Broodmother targeting has been fixed. They now properly perform their actions as expected.
  • Treasure Hunter Hookshot visuals have been fixed.
  • Treasure Hunter will no longer cause the game to softlock after Hookshoting next to a door and inadvertently ending the combat before completing the movement.
  • Shinespark will no longer crash the game when casted in the direction of a mirror reflecting the player into a wall.
  • Ember Sage will no longer die before being able to deal damage when at their last hit point.
  • Fixed a bug where players were eventually unable to scroll down when saving too many decks while playing on a controller.
  • Many visual bugs related to the Worm have been fixed.
  • Reflection should now properly target allies in stealth.
  • 1.1.1.5b: Demon Lord's ability to summon a Black Hole will no longer cause softlocks when targeting non-prop entities.
  • 1.1.1.5b: Disease now properly discards under specific conditions during healing.
  • 1.1.1.5b: Rift Spark preview has been corrected, no longer displaying a swap that would not occur due to Damage Immunity.
Thank you!



As always, thank you for all the support! We hope these patch notes help everyone navigate the fixes and small patches made over the last couple of months.

~ 📕 Fressato
Table Ball - Robin Painter
(Not me forgetting to hit post)
Every year from the 21st to the 28th of May, we will run our deepest sale of the year.

This means that ALL our games and DLC are heavily discounted for one whole week.

This year, you can find all of Table Balls DLC for 50% off (the cheapest we can make it). Feel free to purchase everything at it's cheapest price for the next week.
Caves of Qud - AlphaBeard
207.49 - 'beta' branch
  • Added 40 achievements. They are visible from the in-game achievement manager (Main Menu > Achievements) but are not yet active on Steam or other platforms.
  • Added a system menu button to the top-right of the main play screen.
  • Added UI sounds for selections, some popups and picking targets.
  • Added an option for to disable interface sounds.
  • Added an option to disable text particle effects (Options > General > Use Text Particle VFX).
  • Renaming crysteel and zetachrome items no longer takes away their paperdoll shader.
  • Clarified Ruin of House Isner rules text.
  • You are no longer always stranded in waking dreams.
  • Gave eyewear mods a tinkering icon.
  • Improved the layout of the comparison tooltip.
  • Improved equipment drag and drop indicators.
  • Improved performance when wearing a lot of equipment.
  • Greatly improved memory overhead.
  • Multiple attempts are now made to delete save games that are in use by another process.
  • Added additional safeguards and debugging for player duplication.
  • Fixed Yurl having way too much ammo.
  • Fixed a bug that could look you out of Argyve dialog between knickknack quests.
  • Fixed an issue causing strange items to appear in your inventory as a result of showing comparison tooltips.
  • Fixed backswings being able to trigger additional backswings recursively.
  • Fixed a bug with liquids creates via warm static.
  • Fixed some item duping bugs.
  • Fixed a bug that would rarely cause the paperdoll equipment and inventory to vanish.
  • Fixed a bug where some scrollers wouldn't accept page up or page down.
  • Fixed an error when attempting to revisit a zone that was missing from the zone cache.
  • Fixed some bugs in the Mechanimist convert dialog.
  • Fixed objects attempting to enter the pool multiple times.
  • [debug] Added several creature modifier wishes: fungusfriend:*, qudzusymbiote:*, slimewalker:*, slimespitter:*, kindlethumbed:*, firethumbed:*, convert:*, mechanical:*.
May 24, 2024
Sex, Please - EVIL DEVIL CULT
Fixed a lot of bugs and errors. We continue to work.
May 24, 2024
Midway accident - Tactical Penguin
We sorted out some bugs and fixed them.
And made adjustments to some places and AI in the map.
May 24, 2024
Ghoul Smash - Hamsterchief
Changes
Keystones
Windrunner
  • You gain damage equal to 100% (previously 50%) of your Speed.

Astral Battery
  • You gain damage equal to 100% (previously 25%) of your Spirit.

Interslice
Essence Forge
  • Added a help button to the window.
  • Added some Quality of Life to the Essence Forge
  • Added the ability to multiply the amount of rolls per action.
  • Reduced the Chance to get items to 3% (previously 5%).

Crafting
  • A tooltip will now appear for the item inside the crafting slot for 3 seconds after a craft is attempted.

Items & Equipment
You can get the new variants of the items by using the Confluence or similar crafting options.
  • All Charms have been buffed.
  • Tier 3 Amulets have been buffed.
  • Healthstone has been buffed.
  • Skull Ring has been buffed.
  • Vitality Ring has been buffed.
  • True Axe has been buffed.
  • True Bow has been buffed.
  • True Wand has been buffed.
  • Dragon Med Helmet has been buffed.
  • Royal Armor has been buffed.
  • Arclight Armor has been buffed.
  • Obsidian Armor has been buffed.

Skills
Fury
  • Now has B (Previously A) Scaling.
  • The Speed Boost applied at the end of the combo is now 0.25 (Previously 0.5).

Crush
  • Now has A (Previously B) Scaling.

Divine Crush
  • Now has A(Previously B) Scaling.
  • The Smite now has A (Previously C) Scaling.

Enemies
  • Enemy Constitution per tier in the Eternal Battleground is higher.
  • Magical Enemies are now much stronger:
  • Magic (Blue Outline) - 2x Increased Damage and Health
  • Rare (Yellow Outline) - 3x Increased Damage and Health
  • Astral (Purple Outline) - 5x Increased Damage and Health


Loot
  • Origin Orbs are much more rare.

Fixes
  • Fixed a bug not letting you refund Critical Chance in the Aetherflux.
  • Fixed a bug not letting some nodes refund in the Aetherflux
  • Fixed a bug where right-clicking to unequip equipment would add amounts.
Magical Mic Duel: Senpai, Hear My Spell - [GMB] Jim
Dear Magical Girls, ✧⁺⸜(・ ᗜ ・ )⸝⁺✧

We hope this message finds you enchanting! To ensure an even more magical and fantastic training environment for all our magical girls, we will be conducting live maintenance on our magical servers.

Date and Time: May 24, 2024, starting at 6:00 PM PDT (for approximately 10 minutes)

During this time, you may experience some connection instability. We kindly ask for your understanding and patience as we work to enhance your magical experience.

Thank you for your cooperation and support.


With magical regards,
The Magical Development Girls at ReLU Games
ASURAJANG - ASURAJANG_testno1


We will be holding an ឵Extra Play Test for ASURAJANG.

឵Time & Date: May 24th (Fri.) 17:00 ~ 21:00(GMT-7)
※ In Korean time: May 25th (Sat.) 09:00 ~ 13:00(GMT+9)

឵Servers: North America, Europe
The availability of this test is guaranteed only for specific regions as it is being held for testing purposes.
If you are connecting from a region other than NA and EU, you may experience connection issues.


The ASURAJANG team has been working hard to participate in the June 2024 Edition of STEAM Next Fest.
We will be holding an Extra Play Test to allow our Asura Community to participate in our dev tests.

Due to the hot response we got from the Extra Play Test(Asia),
we have decided to hold an opportunity for NA/EU players to play ASURAJANG before STEAM Next Fest.
You can play with the devs in the Extra Play Test(NA/EU) and experience the improvements in the latest build!

※ The Extra Play Test build is still under development.
Some menus and features may not be available and changes may be made in future builds.
※ Some texts may be displayed in Korean as they are still being translated.
Translations for untranslated texts will be applied by STEAM Next Fest.
※ Some Asuras do not have voice lines yet. These will also be added for the STEAM Next Fest build.
※ The above schedule is subject to change or cancellation due to the studio's circumstances.
May 24, 2024
Amazing Frog? - fayju

Hello and welcome to a Frog Blog... its been a while since I wrote a Frog Blog for Amazing Frog? particularly for Quest for the Magical Mystery Toilet.
I wanted to let you know what we had been working on and that Amazing Frog? QMMT part 4 will be available very soon.

Its going to be a pretty big Update. Hal, Georgina and I played using Steam Remote Play for a few hours and I recorded it. Then we edited it down to some "Raw Gameplay videos" which I think give a rough idea of the scope of the coming update.

This first "RAW Gameplay" is from Swindonshire


In Swindonshire

So since the last update we have been flooding Swindonshire with a bunch of content and new areas. Also Hal has been making improvements throughout the world. What we are aiming for is a more complete and populated Swindonshire, so exploration is fun.

Trains - (In Next Update)


It had seemed important to have trains in Swindonshire for some time now. Thanks to Hal's ingenuity he can now integrate train tracks to the terrains. (you may notice some improvements in the roads in general)

The Farm - (In Next Update)


There be a farm out there somewhere and maybe some pigs live there.


Tractors are a lot of fun actually.
Having a Farm is more than cosmetic. There are things we are working on for QMMT that need a farm... or a bank or whatever. When I am asked what the berrys or mushrooms do and whats the point of collecting them... well hopefully it will all begin to make sense.

The Army Base - (In Next Update)
We have been working on some Army stuff... I guess you can imagine how that will pan out...






I mean Tanks ... yeah they still need some tweaking and some wierd things can happen...


Also, we are all agreed here that the Army Helicopter needs a machine gun...

Frog Life
Frog Life Keeps progressing. With all these new archetypes of Frog Life(or non life) Zombies, Army, Farmer, skeleton etc...etc we have been trying to refine their characteristics, motivations and stimulae and I try and find as much time as i can to push our wierd frog AI a bit further each time. All so we can get more enjoyment out of the NPC Frogs. As part of this process we have been trying to make it easier to create and manage different archetypes. (I hope one day as a player you can make and share your types of Frog Life) So we'll see how this develops.

The Party Mode Beta? - (In Next Update)

This other 'RAW Gameplay' video is us playing 'Free Play' mode in our new revision of the Party Mode Beta.



In the new "Party Mode Beta", Initially we'll be making the "Free Play" mode available, but we have many more modes in development that you will be able to use through 'Remote play' or even play in the same space... you know like on a sofa. Also some Modes in Party Mode, including 'Free Play', will also be open as single player as well.
To give an idea, the mode names we are working with right now (and I hope they are self explanitory) are :
  • Free Play (In Next Update)
  • Crown Capture (SOON)
  • Survival (SOON)
  • Last Frog Standing (SOON)
  • Deathmatch(+Team Deathmatch)(SOON)
  • Balloon Burst(Working Title)
  • Bomb Tag(Working Title)

There are going to be more and I wouldn't limit us to those working titles. We are aiming to give as much variation as possible.


There are a whole bunch of new party mode worlds coming too.




Party !



The scope for Party Mode is huge. We can experiment and develop all kinds of modes without destabalizing Swindonshire and the moon etc. Some modes could be based entirely on vehicles or odd scenarios. We're excited.

Being Green can help -
Spot the Frog


Development - So things have been getting tougher more recently.

Its no secret that we bit of more than we can chew by adding in a lot of content, (especially Party Mode Beta)- but we have also been trying to leave Early Access. Its silly having Amazing Frog? and Amazing Frog?2 both in Early access.

Leaving Early Access for us means hitting Amazing Frog? with a stamp of approval saying "we think its ready".

We need to get Amazing Frog? to a more well produced and refined state . This will not mean we are done working on Amazing Frog? we have a lot more to come after we leave Early Access. But at the point we leave Early Access we are also saying that Amazing Frog? is ready for the console versions which we have been very active in working on too. Over the past year we have made signifiate progress on Switch which I think is the hardest one.
Giving Amazing Frog? this "stamp of approval" adds up to a lot of different things, ranging from User Interface, such as on screen help to encourage first time players to hit the stand button when they think the game is broken as they watch the frog flop around in the hideout. To managing how content is loaded and saved in a more professional manner or run time management code running on sperate threads so we don't get code churning and what of percieved as "lag" when you go between active zones.
Its difficult having to focus on all this boring stuff , when all in all I just want to add time controls or a massive blob monster and online multiplayer. A daily dilemma... Then I remember - these things can continue to happen after we leave Early Access any way.


So stand by - QMMT part 4 is almost ready and will contain a proper Beta of Party Mode, Army Frogs, Tanks, Jeeps, Zombie Apocalypse, aliens and whole bunch of stuff.
Most importantly it will begin wave of rapidly successive updates for Amazing Frog? QMMT as we enter the summer and hopefully leave Early Access
...finally.



May 24, 2024
True Abstraction Plus - PrismBytes
Changes:
  • Added player character from original TA (fixed, improved)
  • Improved settings menu
  • Bug fixes
  • File size reduction
  • Fixed middle-game cutscene's camera reaction timing
  • Internal rebuild
...