Small update: I've gotten some reports of errors in the new version. If you encounter anything, please send a screenshot or the log my way!
Recent community posts
Sorta yes, and sorta no. While I agree that not everything needs to be super-easy, at the same time I feel the enemy difficulty should be sort of even. Not that one faction is super hard, while the other one is super easy.
if you use the itch.io app (it's like steam's lean cousin) it auto updates. If you don't, simply download the game again and replace your existing game. Saves should still work flawlessly.
Does that help? :)
Well, I'd say it's pretty close to final but I'm still doing some balancing changes and may tweak some features here and there. I'm pretty sure none of the central pillars will be knocked over but I'm still fiddling with a few of the surrounding features.
I guess it sort of comes down to what kind of things you'll become attached to. We're not completely out of the woods here - got to make use of the pre-final-launch time as much as I can to make the game as good as I can. :)
Just to answer this for anyone else:
To add hope, you need comfort items (purple background). These you can find in shops, in fights or in events. Do use them you need to camp somewhere, inspect your convoy and then click on the item of choice. From there you can hit the SHARE button. This way you share the item with your people, improving your hope.
That said: Yeah, I think the sharing-items-with-convoy thing isn't working perfectly. The fact that you had trouble with it is clear evidence. I think it either needs a tutorial that explains how to do this OR it needs to be removed and hope items are auto-shared, just like food is. I didn't want that because
- a) hope items can be sold for a lot of batteries so you have this choice between share and sell and
- b) manually sharing items makes you more actively care for the convoy - through actual player actions
But to be honest, I'm not sure these worked out as planned. Any additional thoughts on this would be helpful :D
Yeah, there are a few ways they could proc it themselves. I might put a condition in that it can only be fired by the player, not by the enemy themselves.
And yeah, I'm not planning on killing your progress. If something changes in the data structure you maybe lose an unlock or something, but generally I want to respect your invested time.
He Kilikiki! Thanks for you feedback and taking the time to write up your thoughts. I'm happy to hear you've been having enough fun to play for 50h or so, and sad to hear that you're being so frustrated by the boss. Let's see if we can fix this.
Do you have a recording of the fight or can you describe in more detail what makes it so tough for? Is it the bosses ability that escalates? Or is it just the fact that the boss can proc it himself? If so, how specifically did they proc it? I'm trying to get a better feel for the issue before I make any changes. Also, if you're in the Discord, do come by and we can chat about this, maybe see if I can get a better handle on the issue. Overbalancing and nerfing the boss isn't something I want to do either, so the more info you have, the better!
Oh! Thanks for the detailed post!
On the event, you're sort of right. The Harvester is in fact a brand new event I sneakily added in the last update. It should probably not drop on the first map though. If you spot any more, please do point them out and I'll look into it. See if it makes sense to push them back a tad.
Convenient Cover is pretty good. It used to be pretty shitty but you're right, I may have to nerf that one a tad. Gonna put it to 1-cost, see how it feels. I don't want to go overboard with nerfs.
Also a note: Cards can never be BLESSED and WOUNDED. It's either or. If a wounded card gets blessed, then it heals its wound. If a blessed card is wounded, it just becomes wounded, losing its blessing in the process.
Bosses: They are supposed to be tough. That one specifically though you can spawn with units on your board as well. It depends on your choices within the location
And as for the scores: In fact that's by design. Your score was set to 0 if you died, and you'd only get a score if you completed the game. But the fact that it reads like an error to you, and it's probably a lot more demotivating than I'd want it to be, made me look at the scoring algorithm again and update it a tad. Now with the next update you'll get a score, even if you don't reach the end. Though if you do complete the game, you'll get a big fat score boost.
(Also I meant to replace that TEMP SCORE with some proper text but forgot, so that'll be fixed too)
Instant game changes through your post! So a special thank you for helping me make the game better!
Wow! Thanks for the feedback.
Yeah, the idea of the hermit is that it has only one card. It's not super functional. I still plan to add a single custom card and add some other changes to make it more viable but it's not high-priority right now.
At the end there sometimes are places to heal but they are relatively rare, that's true. This is on purpose, so you want to be well prepared before you go in. That said, I can't say if it works the way I want it to - make the Crypt a dangerous place you want to prepare for.
Some skills are very good, yes. But they come at a price of the followers being weaker than others. At least it should be balanced, I can't guarantee it is.
As for the terrain: Yes, there will be times when the battlefield is cramped. Do note though, that you CAN attack your own obstacles with the followers on your site that are in attacking positions. In these cases it's very valuable to make more room to fight.
Challenge mode doesn't work? I'll look into it. It worked for me but maybe something's broken. That said, can you send me a screenshot of your final stats? That'd be helpful to see if my scoring algorithm does what it should do.
These may be boss fights you're describing? They're supposed to be really hard. Next time you encounter one of those, do make a screenshot though, that's helpful in me figuring out who you're referring to so I can look at the decks to maybe tweak them a tad.
I have three answers!
1. Yes, you will be able to play independently of the sale status. I'll also put in some updates on the game after that time. I'll still be working on it
2. Yes, that is the plan. But you know how it is with plans...
3. Yes, I'm trying to publish another update this month. Mostly balancing and stuff.
I understand that feedback. However more cards would require me to a) design a bunch more balanced cards, b) buy more artwork for those cards and c) would completely break the levelling screen as it exists currently.
But I'll think on it!
Hi there, really loving the style of the game. Wanted to post a few bits of feedback from my first 10ish hours of play.
Thanks for the kind words. I am happy you've been enjoying the game enough to play for ~10 hours. :)
1) Leadership cards don't feel impactful enough. Many of them feel very weak or "filler".
The balance on these is hard, since they are also available to the enemy. If they are too strong they reduce the effect of the followers, which are the key part of the game. Leader cards ramp up in power as you level up and as you get better equipment.
As said, I don't really want to make all the leader cards better across the board since I think the game has a decent balance there. However if you have any specific leader cards that you think are really useless, please let me know and I can see about adjusting those.
2) The wound system is interesting but I don't think it plays very well.
Hm. Yeah. I keep thinking about the system. I'm thinking about removing the health penalty which means you don't have to remove them if you don't want to since they're not "worse", they're just in danger of being lost completely. Which is fine if you're willing to lose them. The idea behind it is to make the drain of resources as you travel felt in your cards. You need to take care of your people and if you sacrifice it you will eventually feel it.
3) Leveling up does not feel impactful enough.
There are 5 possible common cards for levels 1-3, 5 possible rares for 4-6, 5 legendaries for 7-9 and 3 possible mythic cards for level 10. So the first few levels you'll see the same cards. I plan to visualize that in the levelling screen so you know what stage you're at.
As for card criticism: If you have specific feedback on individual cards I'd love to take another look at them but in general I think I do like the balance. It's a fine line since making them all much stronger means enemies also have access to much stronger cards.
4) Not sure if this is a bug or intended but the card that gives +4/-2 will not kill units with two or less health. It just gives the attack buff.
Yeah, that is a bug. However I have just tried it and it does not seem to trigger here. Some things were wrong with this a version or so ago so can you make sure you're up to date and see if it happens again?
Hey Will. Sorry for the late answer but I was travelling and out of the office.
That said: Thanks for your feedback! It means a lot to me that you've been enjoying the game enough to provide your thoughts. It's what I need to make the game better.
Now, I'm trying to figure out what parts of the RNG have changed in a negative way for you. The things you describe seem to have been there from the start but maybe I've made some changes that have triggered this, so any detail you can give is helpful.
As for the enemy decks: They are just generally too difficult and I'm planning to tone them done soon. Also I'm hoping to make deck-building easier with the next update: A bunch of followers were improved and moved around and you can now see what faction they belong to so you can more easily go for specific types of followers.
Thanks for the detailed feedback. I've adjusted some of those cards. Most notably Ebodied Echo, which is now a 3 cost with: "Copy target follower to your hand, twice. Reduce the cost of these cards by 2."
Hm. I could see a qualitative list of descriptive positive tags that people can add to a game.
- "Great artwork"
- "Compelling atmosphere"
- "Fun mechanics"
Something like that. Then people can add as many as they feel fit.
Maybe the system is a bit of make-your-own tag. Adjective + Game-element can be combined but there's only positive combinations? Dunno.
(I'm sure you have your own plans, just sth that came to mind real quick)
Just bumping this a tad.
And to reiterate: The idea is that you there's a link that leads to an itch page (if you're logged in) that shows the game and the review details (stars + comment) and not much else. This would allow me to send people there to get a better idea of how people receive the game.
Hey Ommit! Thanks for the feedback and sorry for the rough experience there.
Can you give me context on what event that happened in?
There's only a few places where the enemy starts with stuff on the board, but you're right. If they go first that's twice as mean. I'm thinking that pre-spawned units should be exhausted and maybe not refresh on the first turn. I'll note that down!
Happy to hear you enjoyed the article. It was a solid chunk of work and I'm glad it's being received well.
As for your questions, I only have limited data.
So far I can give you downloads per OS, which amounts to a ratio of about 10 : 1 : 1 for Windows : OS X : Linux.
I don't have any real statistics on pölayed time. I should start adding some proper analytics to the game but there's always something more important to do...
Beta Experiment: STAT CHANGES
This is a RANDOM quick experiment in the beta branch.
Anything with cost 3 or more got their total stats lowered by 1. This generally means -1 attack, but for some (like the classic 4/4 raider) it means -1 Health (Raider now 4/3) .
Why? Because with the cost+1/cost+1 stat blocks things feel a bit stale as compared to more uneven stat blocks. This makes units a bit more varied and might make them more long-lived, allowing things like buff and heal cards to have a bit more value and positioning to become a bit stronger too. At least that's the thought.(edited)
Inkie predicts that it'll make the game harder. And he may be right.
Again, this is a random experiment - something I've been mulling over and want to try. It's also a pretty quickly executed change so I make no claims that all the stat blocks make sense now. But in any case, I'm curious to find out how it plays and what you think!
In case you're not aware: There's a channel of unstable beta versions available for anyone who's interested. Fair warning though: The beta channel may feature snapshot builds that don't quite work, with weird changes, out of balance behavior, save-game corrupting changes and all that other fun stuff. HERE BE DRAGONS!
If you are interested in beta-testing? Send an e-mail from the address used in your itch.io account (so I can verify your purchase) to email@example.com. I'll then send you a key to access the beta version.
If you've got feedback on the current beta build, please put it here.
Also the #beta-discussion channel on Discord is the best way to stay in the loop in regards to updates on the beta branch. Bigger changes / weird experiments will also be cross-posted here.
so I'd like to get more people to rate my game Nowhere Prophet but that's hard to do. To that end I was wondering if it was possible to get a direct link that opens the game's page with the "rate this game" lightbox open? I've tried finding something on that topic but did not.
I'd love to share that to people via social media and maybe even put a link into the game itself.
some of the ideas collected from chat:
- Add a random follower to your deck at the start of combat
- Increased post-combat rewards
- Reduced cost to forget leader cards
- Fortification nodes have random factions
- Equipment has more, or fewer cards
- Reduced travelling cost
And some more
- Uncover more of the map as you travel
- Better chance for rare+ followers when recruiting (of specific faction)
- Better chance for rare+ Items as rewards
- Can gain mythic followers from recruiting locations
- Shops have more food on offer
- Change maximum convoy hand size
- Gain +1 XP after each battle
- Gain batteries for destroying obstacles
- Turning over an additional card when levelling yourleader
- Turning over an additional card when visiting teachers
- More food items in shops
- Selecting from an additional card when recruiting
Hey you, yes you! I am looking for some cool ideas!
I'm currently thinking hard about ways I can improve the Loadouts since that's the focus for April. Classes are already pretty cool but I feel like the Convoys are still lacking a bit, but I already have an idea. The working title is "Convoy Perks"!
Imagine that each Convoy has a total of 3 perks available. After playing with the convoy for a while you can unlock these, one after another (probably the same conditions for each Convoy).
Once unlocked, each perk adds something to the convoy, when you start the game with it. At the core the idea is that these perks are travel-related changes that affect the way you play the game but maybe more? Depends on the ideas.
Now before I go about putting this feature in it needs a sufficient variety of cool perks that I can put into the different convoys. And for that I need your help! Join the fun and share your cool ideas! (Sidenote: A reduced version with just one perk per convoy is an option)
Some unlock condition ideas:
- Reach 10 milestones with convoy X
- Complete the game on Hard with convoy X
- Win 200 fights with Convoy X
Some perk effect ideas:
- Gain 20% more batteries when selling valuables
- Heal 1 additional wound when resting
- Heal 2 additional leader damage when resting
- Add legendary card X to the starting deck
- Gain 10 Believer at the start of the game
- Reduce cost for Luxury items in shops by 15%
- Gain more food from reward nodes
(Note: all the numbers are just rough first guesses)
So, what do you think? Any interesting perk ideas?
a small but important note:
The current build has a small bug at the start of the game. When the tutorial begins you can press the "open map" button while the tutorial popup is still open. If you do that the game freezes, so to avoid that, first close the tutorial popup by clicking on it until it is closed. Then click on the large "open your map" button and you're home free!
awesome. That's exactly what I'm looking for! Thanks.
And yeah, I'm sure it was me just not using the Unity thing properly since it works in the browser. This is less an API and more of an end user issue :D
Also, just to expand: My queries work when I paste them into my browser, I was probably having some unity specific issue. No idea what.
Regardless, I'm still unclear if the version check is possible at all. You mention the "/latest" endpoint but I can not find it in the documentation?