Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on August 02, 2014, 11:57:55 AM
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http://weslaymonsters.com/ Win/Mac $4.99
We Slay Monsters streamlines traditional roguelike RPG gameplay and introduces a unique poker-esque card based combat mechanic. Each class (Wizard, Rogue, Warrior, or Cleric) has a unique deck of cards; using this deck you will guide your hero through the dungeon. Each dungeon is designed to play in short bursts, with a single dungeon taking 15-25 minutes to complete (or even less if your hero dies).
The Academy For Dungeoneering. Where heroes are made.
The once famous Academy For Dungeoneering has fallen on hard times and its arch-rival, The Institute of Evil, has been left unchecked. You must rebuild the academy and fight the Institute of Evil. Heroes come and go, but your Academy is persistent; build it up over time to make your heroes strong and better able to face more difficult challenges.
Update #17
We're pleased to announce the completion of Update #17. Update 17 is focused on improving the pace of the game. To that end, three major changes have been made which should dramatically improve the pacing:
Fog of War. The dungeon is now revealed a room at a time, as your hero explores.
Faster move speed. Heroes and monsters both move much faster, which should make traversing large empty areas of the dungeon much better.
Reduced the number of monsters in large rooms. Large rooms had way too many monsters, which was both difficult, and took a lot of time to clear them all out.
Other Features:
Runes of Discard have been added to the game. These allow you to discard up to three cards in your hand. Heroes start with three of these runes.
A new type of scroll can be found that refreshes any exhausted abilities.
Added some decorations to dungeon walls.
Balance Changes:
Summoned monsters no longer grant experience.
Scrolls are no longer so brutal (but can still have negative effects).
UI Tweaks:
Cards are now hidden when not needed.
Right clicking on cards now gives you an explanation of what the cards do.
Made other various UI tweaks and improvements.
Fixes:
Teleporting works properly now (instead of freezing the game).
Clicking cancel on the summon card screen no longer exhausts the ability.
Accidentally clicking between buttons and other places should no longer freeze the game.
After the initial deal, cards in hand no longer move at funky angles when selected.
When you upgrade the Shoppe in the Academy, starting heroes properly show the new equipment.
Mini-boss chickens no longer turn into regular chickens when their heads are cut off.
Using a healing potion while bleeding/poisoned will save you from death if you would have otherwise died from the poison/bleeding (assuming the potion heals more than the bleed/poison damage).
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Thanks for posting this Brian!
FYI, there is an old thread on the "Early Dev" board about our game too:
http://forums.roguetemple.com/index.php?topic=3610.0
The game used to be called "Fury", and has been renamed "We Slay Monsters", partly as a result of advice I received on that dev thread :)
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#18
We're very excited to announce the completion of Update 18, which is currently available on itch.io and will be available on Desura in the next few days.
Update 18 is focused on adding a new game play mode: Arena. In arenas, your hero will face wave after wave of increasingly difficult monsters, culminating in a fight with the boss.
Additionally, Update 18 introduces our beautiful new world map, with tons of interesting detail.
We had wanted to include the Warrior with Update 18, but we're still fine-tuning the cards and animations and we're not quite ready to release it. Update 19 will include the Warrior, and we're hoping to get the Rogue in with Update 19 as well.
When you update from 0.9.17 to 0.9.18, any saved dungeon you have in progress will be lost.
Features:
Arena mode. Send your heroes to fight for glory in the arenas!
New World Map. Many interesting areas on the map will be explored as we introduce the official campaign mode.
Monsters drop treasure! Monsters now have a chance to drop loot bags. Mini-bosses will always drop one. The higher your luck, the better the chance there is for the monster to drop a loot bag. Consequently, the amount of treasure you find throughout the dungeon has been reduced.
Dungeon Map Variation. Some new room types have been introduced into the dungeons, with some new features (like water!)
Small Straights have been introduced. Requested by many players, you can now play a straight with 3, 4, or 5 cards, like flushes.
A simple tutorial has been added for new players.
Balance Changes:
Scarecrow boss has been made way less annoying.
Zombie chickens are no longer super brutal.
Monsters now can only use their abilities on the hero when they are in range, instead of from across the dungeon.
Intelligence no longer increases experience earned. It now only effects damage done by magical attacks.
UI Tweaks:
Health bars have been introduced for monsters when you have cards selected (I wrote a whole blog post about this).
The player's level is now shown on the screen, like the monster's level is currently shown.
Descriptions for cards and their super-combos have been added. Right-click on a card to view these descriptions.
A "cheat sheet" showing valid combos has been added in the dungeon menu.
Fixes:
Change the way the monster AI takes its turn to avoid weird scenarios where the UI can get out of sync (monsters on top of each other, monsters that think they are right next to you and attack you but they aren't next to you in the UI, etc).
Goats could accidentally leap way too far.
When viewing the missing briefing screen, it was possible to click through to the map that was underneath the screen.
Extra experience earned beyond what you needed caused the experience bar to stick out over the right edge.
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We just launched on Steam! To celebrate, we're offering a 20% launch discount on top of our already low early access price.
http://store.steampowered.com/app/332540
We're also finishing up work on Update #19 "Troubling Troll", which adds the warrior profession and a bunch of new monsters, and also includes a bunch of bug fixes and features.
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Update #19
We are pleased to announce the completion of Update 19. This update features the introduction of a new profession, the warrior, with a new deck and new abilities. You can unlock the warrior by building the Barracks building in your academy.
Note: This update is incompatible with previously saved dungeons; they will be deleted when you first run the game after updating.
Full Patch Notes:
Features
Warrior Profession, new deck and new abilities added.
Added a “fantasy monster” set. New monsters: Ork, Three Headed Dwarf, Ninja, Elf, Flying Shark, Dog Monk, Pirate, Skeleton Warrior, Teether, Dragon, Walking Tree.
Changed the way bosses work. The scarecrow is now a normal monster that can appear in dungeons, and the boss is chosen randomly from monsters that you have unlocked.
Monster AI has been improved. Your old tactics may not work.
The rare and elusive “Loot Pinata” has been spotted in some dungeons.
Balance Changes
Characters start with 20 health now.
Teleport effect from Wizard’s staff now applies before damage is applied.
Explorer and Xenophobe badges no longer awarded on arena maps.
Added new random starting perk “Starts with 10 gold.”
Characters can now randomly get a pet puppy as a starting perk.
Distribution of items in the dungeon should be more even (you should see equipment more often).
Scroll effects now last a certain number of “attacks” or “defends” rather than turns.
Opening a door now takes a turn, but doesn’t move you into the door square.
UI Tweaks
An “announcement” animation is played when encountering a mini-boss or the dungeon boss, so it’s clear you are facing a tougher opponent.
Tutorial text has been added for the Academy.
WASD keys can be used to move your hero.
Discard rune acquisition now has an animation rather than a pop-up.
Music and Sound volumes can now be altered from the options menu on the World Map screen.
Numpad 5 can be used to skip a turn (in addition to space bar, and in addition to choosing the “skip turn” icon from the character radial menu).
Show how much bonus damage a combo will do when showing possible combo damage at the bottom of the screen.
The “backquote” key (next to the 1) can be used to deselect all currently selected cards.
New effect for snail slime.
New dungeon textures; some tweaks to old ones.
Added/tweaked various text displays.
Bug Fixes
Sometimes headless zombie chicken was still able to attack when stunned.
Sometimes the bleed effect wouldn’t properly go away.
Overcautious badge improperly granted when ability was used.
Loot bags from monsters should no longer drop on the quest treasure, rendering the map unfinishable.
Amount of gold is now visible when you have a building’s “build menu” active.
Straight flushes are now proper super attacks.
Three orb super attack now properly grants an orb shield in addition to the pushback effect.
Monsters who summon should no longer be able to summon other monsters on top of closed doors.
The quest treasure should now show the proper icon (instead of usually showing the jewel).
Miscellaneous
Added new dungeon music.
Added new mini-boss and boss-battle music.
Known Issues (To be addressed in future updates)
The new AI sometimes chooses to move the monster when attacking would be a better choice.
Quitting takes a long time. Until this is figured out, added a modal to let you know the game is in the process of quitting.
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Update #20
We are pleased to announce the completion of Update 20. This update features lots of UI tweaks and game balance changes, largely based on feedback from our growing community on Steam (thanks everyone!).
Note: This update is incompatible with previously saved dungeons; they will be deleted when you first run the game after updating.
Full Patch Notes:
Features:
The item shop features six choices instead of five.
Health potions and discard runes can now sometimes be found in the shop.
Items you find in the dungeon should always be better than the one you are currently using in that slot.
Balance Changes:
Overall, monsters have been lowered in difficulty (less HP, less attack).
Ninjas, Elves, and Dragons have been tweaked to be less lethal.
Elves are now cowardly (will run away at low health).
Added “cooperative” and “magnanimous” as monster traits, which influence how monsters work with each other to defeat the hero.
"Vampiric" and "Regenerating" are now monster abilities instead of traits, which allow them to also appear as mini-boss and boss abilities.
Monsters that summon other monsters will do so much less frequently, and summon less at a time (Scarecrow, I’m looking at you).
The monsters in a dungeon should be more evenly distributed.
UI Tweaks:
Tooltips! We are starting to add tooltips for various items in the game, starting with monsters, heroes, and pets.
Monster traits (and their descriptions) are now shown on the monster’s character sheet.
Monster character sheets should re-size better to show everything about a monster (especially for mini-bosses and bosses).
Warrior’s hair is now hidden when they obtain a helmet.
Cards are now displayed straight across; while less interesting looking, they hide less of the dungeon this way.
New button styles have been introduced in many places (the UI re-vamp is still a work-in-progress, so expect more changes in the future).
Bug Fixes:
WASD movement should no longer cause your hero to have a seizure and spasmodically gyrate as they open doors.
Loot Pinata graphic should properly show on the score card at the end of the dungeon.
Zombie chickens no longer drop loot (but their headless version do).
Character stats should now properly persist through game saves (if there were buffs or debuffs applied at the time of save).
Passive creatures will no longer attack pets without being provoked.
Fixed a rare case where monsters could hate themselves (which caused certain attacks, like fireball, to be directed inward). The therapy sessions were successful.
Fireballs no longer cause spike damage to the originating monsters.
Fixed a semi-rare case where the hero obtained gold, putting them over the shop threshold, and the amount over the threshold wasn’t properly given to the hero.
Miscellaneous:
Dungeon generation has been tweaked to have more “cave” style rooms show up.
Sound effects have been added for warrior attacks.
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Update #21
Update 21 “Pesky Pirate” is now available on Steam and itch.io.
This update features a minor overhaul to the UI in the dungeon, major balance changes, and lots of bug fixes.
Note: This update is incompatible with previously saved dungeons; they will be deleted when you first run the game after updating.
Features:
New level-up perks have been added (see Balance Changes for more info on leveling up): 10% physical damage resistance, 10% magical damage resistance, and two gold discount for shop visits.
Balance Changes:
Heroes now get 10 HP automatically when leveling up. Extra HP has been removed as a level-up perk.
Healing potions now heal more, and are more useful at higher levels. The amount of bonus healing possible from luck has also been increased.
The random item generator won’t be so generous with good items.
Rubber Duck and Shout are now (properly) magic-based attacks like they should always have been.
Monsters that regenerate will now not regenerate if they are standing in fire (they already didn’t regenerate if they were on fire).
Now that orb shields are working correctly (see bug fixes), they were way too powerful. Now you earn 1/2 a point of shield for each point of damage inflicted on a monster. This is subject to even more change as we evaluate the shield’s relative power.
UI Tweaks:
Health, Gold and XP have all been moved to the top of the screen, and score has been removed (but it’s still shown at the end).
Your deck and discard pile (and how many cards are in each) are now visible in the UI.
You can now temporarily hide the cards in the dungeon to see what’s underneath by pressing the ‘C’ key.
Tooltips have been added to the hero’s radial action menu.
Bug Fixes:
We think we have fixed all the bugs that may have prevented the final treasure from being claimed. Let us know if you run into this particularly nasty bug again.
Heroes should now get all the gold they are told they are going to get (darn gremlins stealin’ gold).
Scroll items that buffed poison were incorrectly marked as lasting a certain number of defends instead of attacks.
Orb Shield didn’t stack properly, causing multiple applications to not give heroes the full benefit.
Chaotic Power (wizard purchasable upgrade) didn’t work at all. It announced bonus damage but did not apply it. I can only blame lack of sleep.
Fixed a bug where melee cards could target things out of range.
Some invisible monsters were lurking about, hopefully they have been de-invisi-fied.
Zombie chickens losing their heads in the middle of a multi-card combo could cause some problems (freezes/bugs).
There were several cases where text would overflow in various dialogs. We may not have gotten them all, but we got a lot of them.
Fixed a bug where fire on the ground would animate behind the fog of war.
Miscellaneous:
Lightened the color of rock columns against gray tile floors; they were hard to see.
Loot bags could drop on already opened containers, which didn’t cause any problems, just looked weird.
Lots of cleanup around tutorials; if you’ve already seen them, you won’t see them again.
Improved the quality of the funky-looking fonts.
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Update #22
Update 22 “Eerie Eyeball” is now available on Steam and itch.io.
This update introduces more persistence into the game world in preparation for the campaign mode, as well as the normal slew of smaller enhancements and bug fixes.
Note: This update is incompatible with previously saved dungeons; they will be deleted when you first run the game after updating. Also, saved Academies will also be deleted and will need to be started over. To make this a bit easier, players that are moving from Update 21 to Update 22 will be given 5,000 gold to buy upgrades in the Academy, instead of the normal 1,000 starting gold.
Features:
The world map is now much more persistent.
The recruits available from the Academy are now the same 4 recruits (per profession), regardless of which quest is chosen.
The quests available are now persistent between game sessions.
Winning a quest will open up a new quest on the map.
Dying in the dungeon will now leave a gravestone where the hero died, which can be claimed by a subsequent hero to get some loot. A new recruit will be made available from the Academy to fill the poor sod’s spot.
Dying in a dungeon will also add a gravestone next to the town on the main map, indicating how many times a particular quest was attempted.
Missions have more interesting names.
Once a mission has been attempted at least once, it will be “locked”, so that subsequent attempts will produce the same dungeon (with the same monsters in the same locations).
Better items will now (rarely) appear in the dungeon shop (the higher the hero’s luck, the better the chances).
Two new types of pets are now available and can show up as starting perks for new heroes.
"Erudite" has been added as a starting and level-up perk, reduces the amount of experience needed to level when selected.
Balance Changes:
Many people wanted some sort of “quick escape” option for warriors, so this has been added. A new ability, “Bullrush”, has replaced the ability “Iron Will”. Bullrush allows the warrior to rush along a path, stunning any monsters in the way. The ability starts at 3 map squares and can be upgraded to 4 or 5 map squares.
Wizard teleport ability has been expanded to 4, 5, or 6 map squares, depending on which level has been purchased.
UI Tweaks:
The quest treasure now emits an awesome-looking glow.
Change the “forums” button to point to the Steam forums.
Added a button to view the latest patch notes.
When you reach max level, the experience bar now shows the word “MAX” instead an unmoving number.
Many dialogs with only a single option (such as “ok”) can now be triggered with space, enter, or esc, in addition to clicking the button.
When the map square selector is shown (such as when using the Wizard’s teleport ability), the cards are now hidden so the map underneath can be seen.
Bug Fixes:
Fixed a bug where players were able to move using keyboard commands when they shouldn’t have (such as when various popups were showing), which caused the game to “freeze”.
Discarding “entangled” cards now properly untangles them.
The description for the “entangled” effect didn’t properly update when loading a saved dungeon.
Description for “Teacher’s Quarters” was cut off.
Skipping a turn with cards selected now properly re-targets monsters that may have moved in/out of range.
Fixed a bug where some saved games couldn’t be re-loaded and the loading screen would hang.
Miscellaneous:
Tweaked monster AI to be a bit smarter when moving out of the way so other monsters can get a crack at the hero.
Doors on the dark gray “cave” tileset have been tweaked so they are easier to see.
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Update #23
This is a smallish update, mostly focused around UI tweaks and bug fixes, but with some new features.
Lots more “background” work has been done to pave the way for the campaign mode as well, including more persistence around the world map.
If you are upgrading from any version prior to 0.9.22, your saved dungeon and academy will be deleted, and you will be given 5,000 gold to start a new academy (instead of the normal 1,000 gold).
Another note; we are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.
Features:
The dungeon shoppe now sells actual items for slots where your character currently has nothing equipped.
Things in the dungeon shoppe that improve your existing equipment are now called “enchantments”
Balance Changes:
If an orb shield absorbs all of a monster’s attack, and that attack would normally have a secondary effect (such as bleed), the secondary effect will no longer be applied.
Warrior’s defense buff has been “nerfed” a lot; it was way to powerful. It now adds defense equal to the warrior’s level, which lasts for 1 attack (or, in a super attack, it lasts a number of attacks equal to the number of shield cards played). The riposte effect from the shield super attack remains the same.
Miser badge now grants 1,000 points.
UI Tweaks:
A new dungeon HUD has been introduced, which includes a new micro-map on the main screen (the mini-map is still available which shows the entire dungeon).
The end-of-dungeon scorecard has been completely re-done to work better for non-touchscreen size displays. Still more work to come here, but it look a lot better.
Bug Fixes:
If you die while low on health, the low health indicator sound will no longer continue to play.
Fixed a bug where hitting a loot pinata with a teleport attack would hang the game.
The visual effect that accompanies stun should wear off immediately instead of hanging around a bit.
Monsters that aren’t aggro before being attacked, and then subsequently killed with a one-shot attack will no longer play their aggro animation before they die.
Monsters that flee can no longer flee onto the doors in the arena, which would render them un-killable.
Miscellaneous:
The troll now properly plays its aggro and death sounds as appropriate.
Town names now better match their location on the map, and are persisted between play sessions.
The main map has a tiny bit more life around it (birds flying around, bats near the ominous tower).
The academy map is now a bit more interesting, visually speaking.
The Hall of Records has been built in everyone’s academy, but it’s not yet open for business.
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Update #24
Another smallish update; again focused on on bug fixes and UI tweaks. Lots of work going on to add the Rogue profession and continued work on support for the campaign mode.
If you are upgrading from any version prior to 0.9.22, your saved dungeon and academy will be deleted, and you will be given 5,000 gold to start a new academy (instead of the normal 1,000 gold).
Another note; we are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.
Features:
New badges added for finishing a quest with a character that is under level 10.
New badges added for finishing a dungeon that has been previously lost several times.
Arena missions now choose 4-5 monsters up front to include in the waves of monsters that attack the player.
Balance Changes:
Exploding sheep now cause more damage the higher level the sheep.
Chaotic power was too powerful and has been toned down.
Monsters who are cowardly will run away more sensibly now.
UI Tweaks:
Gold animation has been “smoothed” so that extra gold doesn’t show up all at once at the end of the animation.
Teleport and Bullrush can now be cancelled if they are chosen inadvertently.
Tooltips have been added to describe the items on the win summary screen.
Tooltips have been added for towns on the main map.
A new animation has been added when monsters drop a loot bag.
Bug Fixes:
Pets that die will no longer be added as trophies (was causing an exception to be thrown in the background).
Fixed some cases where keyboard commands would stop working.
Riposte now properly shows as a buff on the character sheet rather than a debuff.
If space or esc has been used to make the score card screen render faster, it will properly reset the next game that is played.
The hall of records remains closed, but it no longer overlaps with other houses in the academy.
Monster tooltips should no longer show up underneath other UI elements.
Monsters should no longer run off the end of the new win screen.
"Overcautious" badge will no longer be awarded if the hero has no abilities to start with.
Miscellaneous:
Added sounds for: pet puppy’s buff, pet puppy dying, pet fat bird screech debuff attack, pet fat bird dying, pet kitten dying, searching a treasure bag, super slam monster ability, pounce monster ability, teleport, summon card
New flourish for winning a quest or arena.
New player healing sound.
Winning an arena will now show the celebration animations, and open up a new arena map.
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Update #25
Update 25 focuses on major improvements to the UI and the introduction of a new dungeon type: The Rescue Dungeon!
All previously saved campaigns will be deleted and new ones will be generated with this update (which really just means you’ll get new random missions on the world map). Additionally, if you are upgrading from any version prior to 0.9.22, your saved dungeon and academy will be deleted, and you will be given 5,000 gold to start a new academy (instead of the normal 1,000 gold).
Another note; we are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.
Finally — we are still working on all the new icons for the new character sheets and tooltips, so if you see icons that don’t quite fit, they are just placeholders.
Features:
Brand new character sheets for hero! You can mouse over the equipment that’s shown on the character sheet to see info about it.
Brand new character sheets for monsters! You can mouse over the abilities for the monster to learn more about them.
A new type of mission is now available: Rescue Dungeons. Save poor people and creatures that have been kidnapped and taken to a dungeon!
Balance Changes:
Undead things are now immune to poisoning and bleeding.
Dungeon bosses now give out more XP than other monsters in the dungeon (Thanks Wuffell).
UI Tweaks:
Trying to move with cards selected (which isn’t allowed) now shows a warning message.
Most UI panels that show in the game have been spruced up a bit.
The instructions for mouse actions on the monster tooltip only shows “attack” when you can actually attack the monster.
Tooltips have been added to the academy screen.
Bug Fixes:
Right clicking on characters in the mission select screen will no longer mess up the game.
Shield buff from warrior shield cards will properly go away when your character has spikes (Thanks Lord Gek).
Upgraded equipment will now properly show better names as it gets better.
Pressing escape when the mission briefing screen is showing will no longer mess up the game.
All tooltips should stay on the screen now.
The micro map in the HUD wasn’t properly updating the level color of monsters.
The tutorial that shows when you first play a dungeon level has been fixed to account for the new locations of the HUD elements.
Miscellaneous:
A new animation has been added when you cut the heads off poor zombie chickens.
More small animations have been added to the world map.
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Update #26
This is a HUGE update, and we’re excited to finally get it out!
The biggest feature of this update is the addition of the rogue profession, unlocked by building a Bar in your academy. The rogue’s cards are very different than other classes; they are designed to be tricky, and can make the rogue a bit more difficult to play if you’re not careful. We are really looking for feedback around the rogue and the profession’s cards and abilities, so let us know what you think.
Also included in this update are six new monsters, part of our “Alien” monster set. They all have unique and deadly abilities, so be careful.
The last “big” feature of this update is the beginning of our Steam integration. We have implemented leader boards for all professions for regular dungeons and for arena levels. See how you compare to others in the community.
As usual, saved dungeon will be released. If you are running a version prior to 0.9.25, all previously saved campaigns will be deleted and new ones will be generated with this update (which really just means you’ll get new random missions on the world map). Additionally, if you are upgrading from any version prior to 0.9.22, your saved dungeon and academy will be deleted, and you will be given 5,000 gold to start a new academy (instead of the normal 1,000 gold).
Another note; we are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.
Finally – we are still working on all the new icons for the new character sheets and tooltips, so if you see icons that don’t quite fit, they are just placeholders. This release does include a ton more than the last release, but we’re still working on some.
Features:
New rogue profession, unlocked by building a Bar in your Academy.
Six new monsters: Meandering Shrub, Blob, Lizard Eye, Worm, Eyeballs, and Octosquid.
Bonus goals have been added, which give you extra gold for finishing a dungeon meeting certain criteria. Only two are included in this update, but we plan on adding lots more.
Steam leader boards. They can be accessed from the main menu. Additionally, when you beat your score for a particular leader board, you can see where you are compared to others. For now, these are just web links.
Balance Changes:
Critical Hit chance is now exposed in the character sheet UI, and items, perks, and scrolls have been introduced which can increase critical hit chance. Luck still plays a role in getting critical hits.
UI Tweaks:
Chaotic Power and Elementalist buffs now have a better description (thanks Lord Gek!).
Cards now have a tooltip which gives some basic information about the card.
Bug Fixes:
Renamed the “Third Time’s the Charm” badge to prevent wrapping on the score screen.
Academy tooltips now “know” that an ability is at max level and don’t suggest that you can make it better.
Main menu tooltips won’t sneak underneath the sheep on the world map anymore.
Mini-boss descriptions and name will wrap better on the monster character sheet and not overlap with the borders.
Loot should no longer drop underneath your hero, making you do a little step dance to pick it up (thanks Wuffell!).
Hero and Monster tooltips were misaligned sometimes.
Stun particles (among others) should properly go away when instructed to (thanks Cruick31!).
Ninjas should be poisonous again (broken with the last update). Strange that no one reported this as a bug :)
Monsters teleported into other rooms should no longer continue to show up, despite being “hidden” by the fog of war.
If you have a fat bird pet, and it screeches, and that screech effects monsters in nearby rooms, they shouldn’t suddenly show up, despite being “hidden” by the fog of war.
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Update #27
Another day, another exciting update!
This update brings more Steam integration, namely cloud saves and achievements! We only have a small number of achievements currently in the game, but we have plans for lots more.
Also new with this update are usable items! Each hero can now carry up to two one-time use items.
As per usual with updates, saved dungeons will be deleted. Additionally, saved campaigns will be deleted, but the only effect will be everyone’s town names will be re-assigned, and you will get all new missions. See the full notes below for more information about this.
We are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.
Features:
Steam cloud saves! Your game save files will now be synced automatically, so if you play on multiple computers you will be able to continue your game across them. This required that we move where the saved files were actually written to disk. They are now stored in the same directory where the game is installed. (First suggested by Shak59, thanks!)
Steam achievements! There are only five achievements currently active in the game, but many more are planned. You can see the current list of planned achievements on our community page, but these are subject to change!
Usable items! There are six new usable items available in the game: Complete Heal Potion, Wand of Teleport, Disguise Kit, Bomb, Decoy, and Trap. Only two items can be equipped at a time; if you find a third item you will get the chance to sell one of them for gold. Items can be found in chests, the item shop, and certain heroes start with items as their starting perk.
A new type of scroll has been added - the map. Finding this scroll will reveal part of the dungeon nearby.
Balance Changes:
Random missions are now available in three different lengths: Short, Normal, and Long. Short dungeons have 10 rooms to explore, Normal have 15 rooms, and Long have 20 rooms. One of each is available on the main map, and when you finish a mission you will get a new one of the same length added to the map.
Monsters that are burrowed will no longer burp, fly, charge, or leave slime trails. (Thanks Wuffell!)
UI Tweaks:
When you lose a rescue mission, you will no longer be greeted by death. Instead, angry villagers will be angry with you.
After you kill the boss and move onto the quest treasure, you now have the opportunity to continue exploring the dungeon, instead of ending the mission immediately.
The leaderboard button is now shown on the score card screen even if you didn’t beat your best score.
When you find equipment in the dungeon, you are once again able to view your character sheet before you make a decision on which piece of equipment to keep.
“C” has been added as a keybinding to show your hero’s character sheet. The hotkey to hide/show your cards has been moved from “C” to “X”. (Thanks Wuffell!)
Monster attack and defense has been added back to the monster’s character sheet.
Added many more icons for status effects.
Added actual tutorial text for the bar, instead of saying “BAR1″.
Bug Fixes:
Fixed the “pluralizer” so that Decoys is properly “pluralized” (instead of Decoies). How embarrassing. (Thanks Wuffell!)
Monsters that run away to other rooms should no longer disappear in the doorway of said rooms. (Thanks Wuffell!)
Blob mini bosses that split into two smaller bloblets will no longer drop loot; instead, one of the child bloblets will drop loot instead.
Fixed a case where two keys could be dropped if the mini-boss guarding the prisoner was a zombie chicken/headless zombie chicken.
Using the diagonals on the number keypad should now work regardless of numlock status. (Thanks Rezaf!)
In general, monsters should respect stealthed and disguised characters much better. (Thanks Wuffell!)
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Update #28
This update features additional Steam integration with 51 achievements now live in the game! The full list of achievements can be viewed on our community page. These are very exciting times.
As with the last couple of updates, there is a lot of work going on behind the scenes getting campaign mode ready to go. Some advanced warning to everyone – when the campaign mode is ready, we’re going to do a game wipe and have everyone start from scratch so we can make sure to get the progression and balance right.
As per usual with updates, saved dungeons will be deleted. Additionally, saved campaigns will be deleted, but the only effect will be everyone’s town names will be re-assigned, and you will get all new missions.
We are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.
Features:
51 Achievements! Whew. We should get an achievement for finishing all of these achievements.
Sound effects have been added for all rogue attacks.
A sound effect has been added for the Lizard Eye laser attack.
A sound effect has been added for monster fireball ability.
Updated music that plays when you are in the Academy.
Introduced a new system for generating the random stories that are shown for random missions. In the future, this will give us the ability to have more varied and interesting stories. For now, there are still only a few. Our writer is busy churning out new ones feverishly.
Balance Changes:
Rescue missions are now just another type of random mission, and will show up occasionally along with other random missions.
A new, one-time-use item has been added: Cloak of Shielding, which grants a shield similar to the wizard orb shield.
Monsters that see through stealth can no longer be sneak attacked.
Monsters with the heal ability will no longer heal other monsters that have had a decoy applied to them.
UI Tweaks:
The “C” key now closes the character sheet (in addition to opening it) (Thanks Wuffell!).
When you find an item, the updated instructions will now indicate more clearly that you are being given the choice to keep or sell the item (Thanks Wuffell!).
Tooltips for one-time-use items now indicate that they are one-time-use (Thanks Wuffell!).
Fixed some yucky overlapping and icon alignment on hero and monster character sheets.
Added an animated intro with our company logo. Neat, huh?
The tooltips, character sheet and animations for the ever-elusive Loot Pinata have all been updated.
Bug Fixes:
Fixed a rare Null Reference exception that could happen on the main map when trying to render tooltips.
Fixed rescue dungeon creation so there should no longer be a noticeable pause in the loading screen while the dungeon is being generated.
If you attempted to move by clicking when the gold animation was playing, the screen would move but the character wouldn’t. This shouldn’t happen anymore (Thanks Wuffell!)
Monsters with spikes should no longer cause spike damage when the player uses range attacks (Thanks FrostyHoudini!)
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Update #30 and #29 apparently:
Another small-ish incremental release. Work still continues on implementing the campaign, so this release has a lot of supporting features necessary for the campaign, but some other cool stuff too. See the full notes below for all the details.
I’ll repeat here what I said last couple of times, just so no one is surprised. Although I’m sure someone will be surprised.
There is a lot of work going on behind the scenes getting campaign mode ready to go. Some advanced warning to everyone – when the campaign mode is ready, we’re going to do a game wipe and have everyone start from scratch so we can make sure to get the progression and balance right.
As per usual with updates, saved dungeons will be deleted. Additionally, saved campaigns will be deleted, but the only effect will be everyone’s town names will be re-assigned, and you will get all new missions.
We are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.
Features:
The world map has been updated, now featuring Capital City, home of the King of The Land. You might see some quests show up here occasionally.
New load screens have been added based on the town where the quest is being performed, and the loading animation has been tweaked to look better.
New map tilesets have made their way into the game: Forests, Farms, and Deserts. The cave tileset has also been re-done to be more cave-like.
The win screen has been tweaked to fit the win descriptions, and give you some extra encouragement when you win!
Balance Changes:
Bosses will now only exhibit special abilities for monsters that have been unlocked.
UI Tweaks:
Things that are burrowed will now travel under chests, vases and other items on the ground, instead of on top of them.
Change the coloring of warrior cards to make it easier to tell Sword Jab and Sword Slash cards apart.
Bug Fixes:
Certain effects (like slime) should be properly under all characters now.
Bosses for rescue dungeons should no longer appear in spots which make the dungeon unwinnable (oops!).
Features:
A new monster has appeared in the dungeon, the Goblin. He’s crazy, so watch out.
Balance Changes:
Monsters that are “timid” will make better choices about moving now (i.e. they will actually be more timid than before).
The “bomb” one-time use item can now be dropped directly on top of monsters, in which case it will explode immediately.
Removed the “refresh ability” scroll.
The super attack for the wizard card “Lightning” will now chain up to 2 squares away, instead of only chaining to monsters in the next square.
Monsters that burrow will now not use certain other abilities while they are burrowed.
UI Tweaks:
Sped up a couple of animation to make the game flow a little better. These are minor tweaks in a long road to make moving around a little faster and make monster turns shorter.
Monsters that are vulnerable to certain attacks (like fire), will now show *how* venerable they are on the monster’s character sheet.
Meandering Shrub’s character sheet now shows their ability properly.
If you try to leave the dungeon via the starting door, you are given a message telling you that you can’t leave that way.
Esc will now close the hero radial menu (accessed by left clicking your hero). Also, you will now be unable to move while this menu is showing, as originally intended.
Improved item descriptions in the shop.
Added some clarifying text to the dialog that is shown when you find a new item in the dungeon.
New slash screen with cool animation.
Loading screen has been tweaked and prettied up.
Bug Fixes:
Lots of fixes around the rogue’s stealth ability. It should behave more predictably now, and re-activate appropriately. (Thanks Wuffell!)
Fixed an error that could occur when a monster with the healing ability tried to heal something that had already died.
Bloblets (the mini-blobs that spawn when you kill a Blob) will now remain their smaller size when re-loading a saved game.
The sheep on the map now are a bit more plentiful and active, and they will no longer intrude on top of tooltips.
New items found in the dungeon should now always be better than the item you were using in that slot.
If there was an unexploded bomb left on the map, it won’t explode when loading the next game anymore.
Drunk and Hammering monsters (from the rogue’s “Beer” card) behave as intended now.
If you choose the level-up perk that reduces the amount of gold needed to go to the shop, and now have enough gold to go to the shop, you will, in fact, go to the shop immediately.
Fixed several missing sprites and sounds.
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Update #31
This release heavily focused on introducing some new mechanics to the game, largely inspired by this thread on our forums (Thanks to Raiderrpg and Arkabed for the great ideas). Details can be found in the full patch notes below. Additionally, work continues on building out the campaign.
I’ll repeat here what I said last couple of times, just so no one is surprised. Although I’m sure someone will be surprised.
There is a lot of work going on behind the scenes getting campaign mode ready to go. Some advanced warning to everyone – when the campaign mode is ready, we’re going to do a game wipe and have everyone start from scratch so we can make sure to get the progression and balance right.
As per usual with updates, saved dungeons will be deleted. Additionally, saved campaigns will be deleted, but the only effect will be everyone’s town names will be re-assigned, and you will get all new missions.
We are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.
Features:
A new monster ability has been introduced: Curses. A curse adds a curse card to your hand, replacing a card at random that’s already there. A curse is an unusable card, and it causes damage every turn. You can get rid of a curse by discarding it, but it will cause more damage when you discard it. Good luck!
Balance Changes:
Burrowing things will now only stay burrowed for a certain number of turns, and they will burrow less frequently now (Thanks Wuffell for the idea!).
The scarecrow’s enfeeble ability has returned to the game; it reduced the size of your hand for a while and forces a random card to be discarded.
The disease monster ability now swaps cards in your hand for lower values of the same cards.
Rescuing a prisoner will now remove stealth (Thanks Wuffell!)
UI Tweaks:
The Troll’s “Troll Smash” ability now shows up properly as an ability on the Troll’s tooltip and character sheet, and will be announced via some floating text when activated.
The rogue’s stealth effect has been changed. Hopefully you will be amused.
When your hero loses, there is now some sounds that play on the final scorecard screen, instead of silence.
The other types of “doors” (hay bales, grass, etc) now have their own distinct sounds instead of a creaky door.
Entrance doors have been re-vamped to be fancier. Everyone likes fancy doors.
Podrick the peg leg now has his own character image in the game.
The gold animation has been sped up.
Mini-map colors have been updated to go better with the new dungeon types.
Bug Fixes:
Using the warrior “Call to Arms” ability could really mess up your deck and make cards unusable, unclickable and all kinds of other nastiness. This *should* be fixed now (Thanks FrostyHoudini!).
Stealth was busted in lots of ways, hopefully they are all fixed now (Thanks Wuffell!).
Graphics for shoes for characters weren’t showing properly (they were behind the pants graphic, instead of in front of the pants).
There were several bugs around blobs and how they split, which could cause several problems, including not giving keys correctly on rescue levels (Thanks Wuffell!).
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Update #32
Update 32 is now live on Steam and itch.io!
The Golems are coming, the Golems are coming!
This release sees the introduction of the last monster set that is planned for our release, magically animated metal monsters, the Golems! You’ll see these start unlocking as you reach higher point values for your academy.
This release also has a TON of bug fixes, and implementation of idea suggested by the community. Check out the full game notes.
I’ll repeat here what I said last couple of times, just so no one is surprised. Although I’m sure someone will be surprised.
There is a lot of work going on behind the scenes getting campaign mode ready to go. Some advanced warning to everyone – when the campaign mode is ready, we’re going to do a game wipe and have everyone start from scratch so we can make sure to get the progression and balance right.
As per usual with updates, saved dungeons will be deleted. Additionally, saved campaigns will be deleted, but the only effect will be everyone’s town names will be re-assigned, and you will get all new missions.
We are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.
Features:
The Golems are here! You will start seeing six new golem monsters in dungeons now.
The single most requested feature of all time: Quickmove! You can use the “Q” hotkey to activate quickmove, which allows you to choose a destination square and quickly move there. If you come close to a monster, quickmove will be automatically cancelled.
Balance Changes:
Eyeball monsters now have the “confusion” ability, which causes the discard of all card in the current hand, replacing them with newly drawn cards from the deck.
One Eyed Lizard’s laser attack will now do ½ the damage it formerly did. Turns out people were getting killed by these guys, a lot (Thanks Cruick31!).
All monsters that have ranged attacks should now indicate as such with an ability icon on their character sheet.
Burrowed enemies can no longer be targeted with abilities such as decoy or trap (Thanks BippoErnesti!).
Meandering Shrubs and Blobs are now immune to poison (Thanks BippoErnesti!).
One Eye Lizard is now keen-eyed (can see through stealth). It has a giant eye! (Thanks BippoErnesti!).
Enfeeble, Curse, Disease and Entangle didn’t play well together. Now, cards that are entangled or curses can’t be discarded with disease or enfeeble. Cards that are entangled can’t be replace by curses (Thanks BippoErnesti, and other!).
Dragons are now immune to fire, because DRAGONS (Thanks BippoErnest!).
Using an item or ability will now break stealth (Thanks BippoErnesti!).
The “sedentary” monster trait has been removed. It was too similar to the “slow” monster trait.
Stealth and Disguise are now mutually exclusive. If you are stealthed, and don a disguise, stealth will break. If you are disguised, you will no longer go into stealth mode (Thanks BippoErnesti!).
A new item can be found that safely removes curses.
UI Tweaks:
Updated tooltip for One Eyed Lizard’s laser attack to indicate that it ignores the hero’s armor.
Fixed some typos in a couple of places (Thanks BippoErnesti!).
Hero tooltips will now be position properly if the hero is in disguise.
Disguise should now properly hide the character’s equipment (Thanks BippoErnesti!).
When health potions and runes of discard show up in the shop, you will now see how many you already have of these items (Thans BippoErnesti!).
Sounds effects have been added when all NPC prisoners die. Hopefully no one hears them :)
When you acquire a new item, you can now view the item’s tooltip on tha acquire item screen (Thanks Wuffell!).
Bug Fixes:
There were some abilities that could be given to bosses that didn’t actually grant that ability to the boss (like the elf’s Bow and Arrow, or the Ninja’s poison throwing star). These will no longer be given to bosses.
Using a trap when the character is blind will no longer cause the trap to appear on top of the blindness.
Army of one will no longer be triggered by prisoners (Thanks BippoErnesti!).
If you clicked the wrong place on the discard screen, you could lock up the game (Thanks BippoErnesti!).
Curse cards are no longer selectable from the keyboard (Thanks BippoErnesti!).
Curse cards are no longer storable in the rogue’s sleeve (Thanks Wuffell!).
Cards up the sleeve were not being saved correctly (well, they weren’t being saved at all. Doh!) (Thanks BippoErnesti!).
Stealth and Disguise should now persist properly across saved games (Thanks BippoErnesti!).
If you are disguised when you exit a game, you will now have the same disguise when you load the game.
Game music/sounds were messed up if you clicked through the game-ending score card too quickly.
Leveling up will no longer break stealth (Thanks BippoErnesti!).
It is now possible to earn the “minimalist” achievement. Starting equipment doesn’t count toward this achievement, and there is guaranteed to be at least one non-equipment item in the shop (Thanks BippoErnesti!).
Pounce attacks now properly reset the stealth counter so you can’t re-stealth directly after being pounced upon (Thanks Wuffell!).
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Update #34
As we have been warning (again), we have performed a full wipe with this update. This will probably be the case for each update for a while, as we continue to tweak the campaign and work on balance.
This is a HUGE update with tons of new stuff. Some much needed UI improvements (see below for details), lots of bug fixes, new animations, more campaign mode. Whew.
Thanks to the following community members for feedback that has been incorporated into this release: Wuffell, Seoc, Bippo, and Darklord! We really take community feedback seriously, and appreciate the work everyone has done to help make this game great!
Features:
Chapter 1 of campaign mode has been re-worked based on some suggestions from the community!
Chapter 2 of campaign mode is now live! Help grow your academy and start to figure out the mysteries of The Land!
The way monsters unlock has been changed. Each Chapter has a “set” of monsters, and you earn “chapter points” to unlock these monsters. If you finish a chapter and haven’t unlocked all of the monsters, they will be “gifted” to you.
When performing chapter missions, only “set” monsters will appear. Random missions can include any unlocked monster from any chapter.
Temporarily (until all chapters are done), completing chapter 2 will unlock all remaining monsters.
New Random missions have been added. Several new random missions have been added to add more variety
The main map has been re-worked and some new stuff added. The towns on the map are no longer randomized.
Balance Changes:
Blobs are now vulnerable to fire
Golems are now vulnerable to magic and fire
The Dragon has been removed as an unlockable monster; he is now a special boss
If something that burrows catches on fire, they can burrow again to snuff out the flames, and will try to do so if they can
Army of One (Warrior ability) has been changed to be a percentage buff, rather than a + buff
UI Tweaks:
The upgrade/purchase process in the Academy has been radically updated. It should be much easier to buy multiple upgrades, and see where you are in the process of upgrading your buildings
Status effects (buffs and debuffs) for heroes now show on the main screen (in addition to the character sheet screen).
Quickmove will now check if it’s too close to a monster and not even bring up the grid
Added new attack animations for enemies that punch and slam
Added new Grim Reaper animation when heroes die
Flavor text has been added for usable abilities
“Feared” has been renamed “Frightened”
The main map now has a nifty looking table background
Elementalist damage bonus is now shown in the predictive damage display (that shows when you mouse over an enemy)
When rescuing the last prisoner in a rescue mission, you now have the option to continue playing the level
The amount of gold you have is now also shown on the main map screen
Left-handed heroes and monsters have been added
When clearing saved data, a prompt has been added to make sure that’s what you really wanted to do
Sound and Music sliders have been added to the dungeon menu
A prompt has been added when quitting a game to make sure that’s what you wanted
Fixed riposte icon
Bug Fixes:
Text for orb card now reflects reality: regular attacks convert half the damage done to shield; super attacks will convert all damage. This has always been the case, just the text on the card was wrong
Text for chaotic power in the academy has also been updated to reflect reality; the chance to activate increases per attack, not per turn
Clicking on an ability but not activating it will no longer break stealth
Enemies that aren’t aggro to the hero will now properly fall for decoys instead of ignoring them
Mousing over the captured builders at the end of Chapter 5 will no longer cause an error message
Certain NPCs (like the Builders) can no longer be targeted for thrown items (such as decoys and traps)
The rogue’s dagger super attack now properly grants an extra turn
Fixed an exception that occurred if you clicked on the very bottom part of the hero
If you die when enemies are on fire, the fire animation is now properly cleaned up
If you kill Farmer Yorken without killing the statues first, he will no longer become immortal
Builders (and other NPCs) no longer prevent quickmove
Loot will no longer drop under prisoners
Stealth and Disguise now play together much nicer
Decoy and Super Decoy now play together nicer too
Army of One (Warrior abilities) no longer triggers for pets & NPCs
Pressing esc during the prologue text no longer causes an endless tutorial loop
Features:
Campaign mode! Help the Land rebuild the once powerful and famous Academy for Dungeoneering.
Quickmove has been improved. It will now automatically cancel if you do one of the following: Receive damage, rescue a prison, get treasure, or pick up key. Reminder: Quickmove can be activated using the “Q” key.
Balance Changes:
People hated rescue missions, so (for now) I made the people you are trying to save have lots of HP, so they should be very hard to kill.
Blobs now leave corrosive slime trails. (Thanks Bippo!)
Aggressive monsters no longer bear the “assistive” trait; they would have attacked you anyways, even if you didn’t attack their friends.
Enemies that are “keen-eyed” can now see through decoys (Thanks Bippo!)
Golems are now immune to poison and bleeding. They are robot-ish, after all. (Thanks Bippo!)
The dungeon shop will now always offer at least one equipment upgrade. (Thanks Bippo!)
Things that burp will now only use burps as an attack, instead of randomly burping. (Thanks Bippo!)
Goblins were universally hated for their careless bomb throwing. They are now a bit more precise, and will only throw bombs as a form of attack, instead of just randomly. They can still miss occasionally though (except bosses, they’re too good to miss). (Thanks Bippo and others!)
Speaking of bombs, bomb throwing monsters will do ½ of the damage they used to do. (Thanks RatBastage and others!)
UI Tweaks:
Cloak of shielding has been changed into a scroll of shielding. The cloak made it seem like an equippable item rather than a one-time use item.
Wording when dying from a bomb has been updated to indicate it isn’t always the player’s fault. (Thanks Bippo!)
Heal animation has been updated, and now features a casting trail from the caster to the recipient, so it’s clearer who is healing who.
The monster’s death animation has been tweaked ever so slightly.
Bug Fixes:
Monster turns shouldn’t take a super long time anymore (especially if there are no monsters on the screen) (Thanks to several people for this one)
Crazy masses of birds that sometimes appear on the main map and eventually crash the game should be shooed away now, hopefully.
Some cases of “monster turn” appearing at the beginning of a game
Some characters sometimes had no lips. What good is a phone call if you’re unable to speak? (Thanks Bippo!)
The miser and minimalist achievements should actually work now. Miser = don’t use any multi-card combos, minimalist = don’t buy any equipment in the dungeon (your starting equipment doesn’t count) (Thanks Bippo!)
Boss descriptions should be less crazy now (No more “shootarrow” or poison poison poison people). (Thanks Bippo!)
If you level up at the same time you win, you shouldn’t get a level up screen for the next character (maybe; this was hard to reproduce reliably) (Thanks to the several people who have reported this!)
Mini-boss and boss blobs should not longer split into regular blobs. (Thanks Bippo!)
Meandering shrubs now limit the number of times they can throw off sapplings, and their children should never throw off sapplings. (Thanks xFAZIKx!)
Resist Physical/Magic perks now, for reals, give 10% bonuses. (Thanks xFAZIKx!)
Predictive damage displayed for Shouts and Head butts now accurately show the damage they will do. (Thanks xFAZIKx!)
If the arena in the top left corner of the map was the “next” mission, the main map could get “stuck” so you couldn’t move it left or right.
Disease should no longer freeze the game if you have over 5 cards in your hand.
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Update #35 ARRP
Update #35 “Dogmatic Dog” is now live on Steam and itch.io!
Sorry it’s been so long between updates, but rest assured, we’re still working on the game. Real life is just getting in the way. The final two chapters in the campaign should go faster, then we’ll be close to final release!
As we have been warning (again), we have performed a full wipe with this update. This will probably be the case for each update for a while, as we continue to tweak the campaign and work on balance.
Chapter 3 of the Campaign is now live! A new UI is now live! Lots of bug fixes! Excitement!
Thanks to the following community members for feedback that has been incorporated into this release: Bippo and Wuffell! We really take community feedback seriously, and appreciate the work everyone has done to help make this game great!
Features:
Chapter 3 of the campaign is now live. Battle the evil goblins and golems and uncover more of the mystery of the Institute of Evil.
Balance Changes:
Summoned monsters (of any kind) will no longer drop loot.
Farmer Yorken is now (properly) undead.
Cowardly Rat AI should be a little more sensible
The “Alright Already” and “Three Strikes” badges have been re-balanced
UI Tweaks:
An entirely new bottom HUD is now in the game, providing easy access to the character’s abilities and inventory.
The splotches on the scroll that shows when loading a dungeon have been lightened so the text is easier to read.
Confirmation dialog now properly restricts keyboard input when showing.
Chapter intro text can now be clicked to make it scroll faster.
Right and Left click should now behave as expected.
Skipping turns with cards selected will automatically de-select the cards.
Bug Fixes:
Canceling out of the building management screen in the academy behaves as expected now.
You can no longer play unlimited cards by clicking really fast.
Three-headed dwarves no longer aggro if you *dont* pick up the quest treasure.
Boss music should play/stop appropriately now.
It should no longer be possible to spike yourself.
3-packs of health potions in the store will now properly give you 3 potions.
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Update #36
Chapter 4 of the Campaign is now live! We are in the home stretch for completing all of the campaign-related content. Once we get that done, we will be focusing on fleshing out more of the side quests, and working on balancing and polish.
Features:
Chapter 4 of the campaign is now live. Strange aliens have arrived in The Land. Why are they here? What do they want?
Balance Changes:
Arena missions now award more gold.
UI Tweaks:
Turn indicators have been added to the status effect icons on the main HUD.
Some new shapes of rooms have been added to the randomly generated dungeons.
Bug Fixes:
Hopefully the game will “freeze” less now; the game isn’t really frozen, it’s just blocking all user input inappropriately.
Fixed a bug where summoning bosses in arenas case a 2nd “final” wave to happen.
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Update #37
This update mostly consists of UI tweaks, and a lot of behind-the-scenes work to prepare for Chapter 5 of the campaign, which will be released with Update #38. Once we finish the campaign, we will shift our work towards balance & polish, getting us ever so closer to a 1.0 release.
Features:
Environmental Effects (Burp Clouds, Fire, Slime Trail) now show on the HUD to give you an idea of what’s going on. Now you’ll know if you’re standing in something bad. Some of the visual effects have also been updated to show better.
The range of attack is now shown on screen to help players better understand how far an attack can reach.
UI Tweaks:
There is now a slight delay (½ a second) before a tooltip is shown.
Hero tooltips have been removed; they weren’t very helpful.
Some very simple “reminder” popups have been added to help new players who might not know about turn skipping, quickmove or how to view the character sheet.
Card tooltips will now be turned off automatically at the end of Chapter 2; players should know what the cards do by then. They can be turned back on from the dungeon menu, or turned off prior to the end of Chapter 2 (If you have already passed chapter 2, you can turn them off manually).
The map will now center on the active story mission, or the academy if there isn’t an active story mission.
A new animation has been added for Bosses when they taunt you that more interesting.
Space bar can be used (in addition to a mouse click) to skip the flavor text screens at the beginning of a chapter.
Bug Fixes:
Sometimes monsters wouldn’t have a shadow, now they will.
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Update #38
This is a huge milestone for us. With Update 38, the campaign mode is now complete (well, sort of, read more below). Battle through the Institute of Evil to discover the evil behind the problems that have been plaguing The Land!
The story needs to have a few more tweaks, and we’ll be working on those next, but with this update, we’re calling it “done”. We now being the push to get the game out of Early Access – there’s still stuff we want to do, but we’re close to being feature complete. The biggest thing left to do is to balance the game. It’s too easy, especially as you upgrade your academy. This needs to be fixed so it’s more challenging.
Features:
Chapter 5 of the campaign now live!
A new item has been added: Gem of Balance. It provides a benefit for being in your inventory, and a super-buff when used.
Balance Changes:
Monster’s ability to see and target the player was effected by a flaw in logic; monsters should be able to see and attack the player slightly better now.
Some dungeons (only a few for now, more coming later) have locked doors. Find the keys!
Things without ears are now immune to the Warrior’s shout ability (This included Blobs, Eyeballs, Meandering Shrubs, Worms, Skeletons, and Walking Trees).
UI Tweaks:
Named bosses with “taunt” less often now.
Warrior’s shout animation has been improved, and there is now a visual animation on monsters effected by shout (they are “cowed”).
A glow has been added to make missions on the main map stand out more (Thanks Zoltan!).
Which buildings are clickable in the academy should be clearer now too.
Tweaked the wording for enhancements to existing item in the shop (they now say “Make XXX better”).
Bug Fixes:
You don’t get double bounty gold for killing chickens; the headless versions will no longer give bounty or show up on the scorecard.
Fixed a bug with the animation for summoned monsters where the monster would appear full size for a brief second.
Long boss names should no longer overflow on the character sheet.
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Update #39
Another big release, with lots of new stuff, and big balance changes. Because of this, a full reset will be performed with this update; we want to see how the new balance changes effect everyone’s ability to move through the game.
This is our antepenultimate update before 1.0, and with this release, we are almost feature complete. There are a couple of new things we’re working on for Update 40, but we’re planning on that update being mostly bug fixes, balance tweaks, and polish. We are aiming for Update 40 by the end of May, and 1.0 min-June.
Full list of changes for this update:
Features:
The shoppe in the Academy behaves differently now. At the beginning of each mission, you now have the opportunity to purchase items for your recruit (including extra potions and discard runes) from your shoppe, and as you increase the level of items in the shoppe, better equipment will be available to purchase for your recruits. If you don’t like the equipment that’s presented, you can pay 50g to get another assortment of random items.
Dungeons can now have miasmas. These are negative effects that make the dungeon harder. Seoc from the Steam forums suggested this idea, and I liked it so much, I pretty much did exactly what he suggested (mostly). Many of the Dungeon Mods he suggested have been implemented as miasmas.
A new badge has been added for completing a dungeon with a miasma.
The Hall of Records is finally open in the Academy, along with the Beastiary. Check out your progress in the game, learn interesting facts.
Pets are back! I think we finally nailed the pesky bugs that were plaguing some players. Pet AI has also been tweaked to be a little better (pets shouldn’t wander off randomly now).
A certain mission in Chapter 3 has been “happied” up. Seoc from forums point this out, and we agreed.
A new achievement has been added for winning the game.
The original sound track DLC has been published to Steam. All early access customers will get this for free. If you own this content, a button has been added to the main menu to open the folder that contains the album.
A new gem has been introduced: Gem of Hunger. It steals your life gradually, but gives a huge strength bonus when used. You have been warned.
Balance Changes:
Monster hit points, attack and defense have all been raised, and the rates at which they increase as monsters level has also been increased.
As you progress through the campaign, monsters will become increasingly more difficult (essentially +10% harder for each chapter in the campaign).
Combos that contain more than one card have been made more powerful (to encourage their use against harder monsters).
Runes of Discard no longer consume a turn to use (to encourage their use to help build combos against harder monsters).
If you fail a dungeon multiple times, the difficulty will be adjusted slightly to make that particular dungeon easier.
Due to the changes in the way the shoppe works, new recruits will no longer come with their own items or weapons.
UI Tweaks:
A tooltip has been added for prisoners that need rescuing or things that need doing in the dungeon (trees that need to be cut down, for example).
A new animation has been added when keys are found in the dungeon.
Status effect tooltips have been updated to show “per turn” damage for things that actually cause “per turn” damage (Snaked, Sticky Barf, etc).
Added a button on the chapter intro screen to skip boring flavor text, if you want to hurt our feelings and not read our amazing story.
Multiple bosses of the same type are now combined on the final scorecard (the gold given is the same, they are just shown once instead of multiple times).
Bug Fixes:
Fixed a bug with the Gem of Balance (wouldn’t cause any problems, just show a red error message in the console).
Changing sound preferences (music & SFX volume) now properly saves those settings.
Things that are “snaked” will no longer attack pets.
Loot pinatas are now “truly” random and wont show up in the same place if you fail a dungeon and retry that same dungeon. Sorry, loot scammers.
Fixed some stuff around how missions were assigned to areas. This was causing problems for some players.
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Update #40
Update #40 is now live on Steam! This is our penultimate release before 1.0, which we’re currently scheduled to release on June 22nd (assuming no massive, game breaking bugs are found between now and then).
With “Ravenous Raven”, we are feature complete for our 1.0 launch. We will be focusing on bugs and balance issues between now and launch, and there may also be a bit of polish added as well (touching up animations, changing some of the campaign wording, etc).
We have been in early access for a long time, and we appreciate all of the great feedback and ideas we have gotten from the community during this time. We look forward to getting 1.0 out the door!
Enough gabbing, here’s the release notes for this release:
Features:
Challenge Missions have been added to the game! These missions will be generated weekly, and give all players a chance to compete on an even playing field. Every player will get the same dungeon, with access to the same starting characters – limited to a single profession each week. There is an in-game leader board that will show the top 10 people, and show you where you are in the leader board.
A couple more notes:
Every dungeon in challenge mode has a miasma. It’s supposed to be challenging, after all!
The shoppe is closed for characters running through challenge levels
Likewise, these recruits are the rawest of the raw. They haven’t even been given the chance to learn any of the skills that you might have unlocked in the academy!
Challenge Missions are unlocked after finishing the third mission in the campaign.
Challenge Mission points don’t contribute to any unlocks for a chapter.
Challenge Missions can be repeated as much as you want to try to get to #1 on the leader boards!
The Hall of Records and the Beastiary have been separated. There is now a “Zoology Department” building in the Academy where your record keeps catalog all of the beast you encounter or might encounter soon.
Card Effects have been added. These are perks that are available for starting characters, or as level up perks during the game, and they provide extra effects when cards with certain face values are dealt. These four effects have been added:
4 the win: when a 4 card is dealt, earn 4 experience
Takes a 3 to make a Heart: when a 3 card is dealt, heal for 3 HP
Lucky 7s: when a 7 card is dealt, earn 7 gold
8 Gents of Shield: when an 8 card is dealt, gain a shield that absorbs 8 damage
Curses have returned to the game! People who have been part of early access for a while may remember these. They were way to powerful for monsters, and they have been tuned down significantly.
Balance Changes:
The 10,000 gold bonus for early access has been removed.
All flush attacks (3 or more cards of the same suit) were audited to make sure the damage they were doing was accurate, and that the damage was displayed correctly on the screen. In some cases (warrior attacks), the flushes were not doing the proper damage, and in others, they were doing the proper damage, but the predictive damage text was inaccurate.
Gem of Hunger is not quite so hungry. Before being sated, it will claim only 5% of your hero’s health. After sated, it will still claim 1 HP per turn. It now gives a +20 strength boost instead of +30.
UI Tweaks:
A new credit screen has been added. You can view it from the main menu, or see it when you finish the campaign.
A new animation has been added for shuffling your cards. It’s about time that a card-based game has shuffling!
The predictive damage shows as part of the selected combo information has been removed. It was always a bit confusing, because there were two different predictive damage displays being shown: One on the monsters themselves, which took into account the monsters’s defense value, and the one on the bottom of the screen, which was the potential maximum damage the combo could have done. They never matched, and I don’t think it was ever clear why, so I removed the one on the bottom, leaving on the predictive damage number on the monsters.
As a corollary, the display at the bottom of the screen *does* show the correct bonus damage that playing the combo will do, and all of these have been audited to ensure they are displayed the same way (some showed +25% vs +125% when they really meant the same thing, +25%. If +125% is displayed now, it really does mean double plus an extra 25%).
An animation has been added to the icon that shows environmental effects (things like burps, slime, etc), to draw the player’s attention that there is some trouble they might want to be aware of.
Tooltips have been added on the player’s character sheet to help explain what the different attributes do (Strength, Intellegence, etc).