Posted October 15, 2022 by jere
It's our first major release since 7DRL!
Here's our plan in a nutshell. We expect to work solely on mechanics for at least a year. During this time, we won't be prioritizing art or polish. We're mostly focused on cleaning up tech debt from 7DRL and building a foundation for further progress. The game may be very unbalanced and buggy! But we'll really appreciate feedback during this time.
We hope this version is a fun distraction and may occupy an afternoon or two but keep in mind we have a much larger game in mind.
Each color choice now comes with its own reworked starter decks. We think these starter cards are more fun than before, but also strictly less powerful than the cards you can gain later. You won't see starter cards show up in attunes.
Equipment loot has been added to the game to enhance your power (spell power, health, defense, and attack) as well as new UI to track these augments!
Chained animations now occur in sequence to add clarity to spells, status effects, and turn order.
You can now view your discard, draw pile, and entire deck whenever you like. Full card display (instead of a text list) and working tooltips included.
We heard you: invoke was too powerful. So we toned it down a bit in this version. While invoke is likely to continue changing as the game evolves, it currently carries much of the weight of the more deckbuildery cards for now.
OLD: 0 cost, generate 2 mana, draw 1
NEW: 1 cost, generate 3 mana, draw 1
Chrome Engine has gone up in cost (0=>1), which is a big nerf.
Blood healing has changed from percentile to flat healing of 2. Some blood units start with the new status Vigor, which augments healing even further.
Allies often pace about while waiting for a path to open up when other allies are in the way, now they'll be more careful where they step and try not to idle their way into your leylines of mana.
Illuminated and Eclipsed now stack, but each stack is reduced in effectiveness.
Bosses now destroy all glass items (potions, hourglasses, glass keys) upon waking from stasis. They also drop a glass key instead of a talisman and they wake up much faster.
This gives you an incentive to either fight the boss quickly or grab items before they go away.
Courtesy of and Credit to Zyalin!
Items are hidden when monsters step on them.
X cost cards can't be cast with 0 mana
Now displaying targeting on 0-range cards when hovering them (since they auto-cast on click).
Burning description now mentions it stacks.
Fixed an issue with thunderbolt sometimes not generating mana.
Blood no longer double heals sometimes.
Music now toggles on/off correctly and default music volume has been turned down a lot.
Fix browser control issues like copy & paste, reload, etc sometimes not working.
Free move no longer occasionally highlights as a result of getting hit.
Leyliner hp now updates when they hit themselves with a spell.
Placed mana now always has step on behavior – even when near the exit.
Berserk now uniformly uses the english spelling and not occasionally the traditional norse spelling.
Fixed health bar displaying incorrectly at 1hp.
Fixed mana occupying other spaces (namely items/consumables)
Fixed softlock when there was no more room to place mana.
Fixed a bug with Viewing cards during placement that resulting in automatically placing yourself when closing that menu.
Attune borders no longer disappear.
Fixed staircase sometimes generating so it disconnected the rest of the level. Twice.
Fixed projectile spells going through walls.