Posted June 26, 2024 by MagnesiumNinja
#update #v0_2_3 #devlog
The art I was using for player character game pieces was several years old at this point, so I wanted to redo it. These thigh-up illustrations should also be more readable at a distance. There's also a placeholder battle theme now, which is surprisingly good at making it feel like a "real" game.
v0.2.2 -> v0.2.3
- Fixed item display not being reset when starting a new run.
- Fixed error displaying Action/Gambit icons on the run-end menu.
- Fixed incorrect block preview for Junction and Ablution.
- Fixed part of the Cauldron particle effect spawning underground.
- Fixed Obstinacy not destroying a unit immediately when reducing its max HP to zero.
- Fixed missing sounds for clearing DoT statuses at end of battle.
- Added new art for Butterfly.
- Added new art for Seagull.
- Changed some VFX to display on top of unit cards, rather than underneath.
- Added VFX for several cards using placeholder VFX.
- Full Moon
- Fireball
- Rend
- Stopped card-drawing sounds from playing when decks were offscreen.
- Added placeholder battle theme.
- Enemies now tend to spawn slightly closer to the players characters.
- Rephrased enemies' "getting into position" tooltips to be more clear.
- Clarified Exposed's tooltip.
- Clarified Mighty/Magical upgrade/remove path icons and descriptions.
- The Cauldron and card reward menu are now clearer that a duplicate action will upgrade your existing action.
- It is now impossible to take a duplicate of a fully-upgraded action (previously this would count as a Skip).
- It is now impossible to take an Action when your hand is already full (previously this wasted the choice).
- Seagull:
- Displacement now has a cooldown of 2 rather than 1.
- Disruption now has a cooldown of 2.
- Crow:
- Scour now steals 10 Block instead of 5.
- Junction is now common.
- Junction and Ablution now gain Persist on upgrade instead of exhausting more cards.
- Renamed Concentrated Rive to just Rive.