Hey, this is Kev. We've got a new update for you that includes a suite of performance fixes, aimed at fixing some of the stuttering issues you've reported as well as some we found ourselves. Overall, you can expect performance to be improved across the board, but specifically the game will be more performant in the City, when drafting, when targeting enemies, when hovering cards and hand, idling in combat, and while scavenging ruins.
From my FPS testing on my development PC (AMD Ryzen 3975WX, Nvidia GeForce RTX 3080, 128gb RAM), I saw the following performance increases:
- City FPS improved by 34.2%-40.4%
- City Event FPS improved by 23.5%-25%
- Battle Idle FPS improved by 56%
- Enemy Targeting FPS improved by 85.5%
- Card Hover FPS improved by 80.1%
- Scavenging FPS improved by 25%-123.3%
Your mileage will vary based on your PC specs, but I believe this will translate to large performance improvements across the board, including on the Steam Deck.
We also solved a recurring crash issue with controllers in this patch, where you used to be able to crash the game by spamming controller inputs during load screens.
This update will NOT clear your in-progress runs from Update 10 (Patch 0.15.0) and forward.
For more info on the latest major update, Update 12, check out the patchnotes here:
https://store.steampowered.com/news/app/1769830/view/693147294304830648
[v.515863]
Performance
- Significantly improved the performance of hovering cards in hand
- Significantly improved the performance of targeting enemies with cards
- Significantly improved the performance of hovering units/enemies on the battlefield
- Significantly improved the performance of various draft screens
- Significantly improved the performance of the scavenging screen
Units & Cards
Design notes: The Bombardier/Demolisher just scales a bit too quickly and steamrolls most of the game, and has some auto-win combos that I want to reduce the power of. They're still a great character, but might require you to pick up a few more Attack-Boost buffs before you get there now.
- Bombardier/Demolisher attack-power scaling reduced from 3x per squad member to 2x per squad member
- Oracular Optic rune gain reduced from 2 to 1
- Farsighted Goggles limited charges of each Oracular Optic reduced from 3 to 2
- Reorganize now has limited charges 1(2)
- Scrap Barrage cost increased from 1 to 2; having more stacks increases the duration rather than increasing the potency
- Interference cost increased from 2 to 3
- Deflecting Stroke has new art
- Swapped the art for Cranked Up and Field Ingenuity
- Electrocute art color adjusted
Enemies
- Plague Soldier recovery action "Undying Spite" now causes the Plague Soldier to recover before dealing damage, so counterattacks hit a recovered Plague Soldier instead of counterintuitively still dealing critical damage
Descensions
- Defiance affliction can now be played for 1 Command, making it easier for Guild to banish it (since playing it will banish it due to Fleeting; Votive could already banish it by spending a Rune to recycle it); Defiance+ remains the same where it must be played to Banish
Settings
Design notes: The helper text for this is currently English-only, and will be localized in the next major update.
- Keybinds settings are now better organized and allow two keys to be bound
Bug Fixes
- Fixed a crash issue where the game could crash if you spammed controller inputs during the loading screen(s)
- Fixed a rare crash issue when viewing the event log at city locations under odd circumstances
- Fixed a bug where Shock Trooper's Ionized Bolts would accumulate +2 stacks instead of +1 when hitting enemy weakpoints
- Fixed an issue where hovering the Stash didn't show a preview of what cards were in there
- Fixed an issue where the Special Envoy request at the Troika Council didn't have the right input cost type in the UI
- Fixed an issue where the first battle on the first run (from Special Envoy) would have more scavengers than intended
- Fixed an issue where Super Grub trade-in could be offered at the Market Plaza even when all your units already had the health boost
- Fixed an issue where temporary Allies would be lost upon depth transition when acquired during the final cycle of a depth
- Fixed an issue where Riptide would show the wrong stagger preview value
- Fixed an issue where the City camera wasn't centered when in collections
- Fixed an issue where shop cards sold in the library would not show when they were discounted
- Fixed an issue where it was possible to click through the "Abandon Vault" popup onto other main menu buttons, possibly continuing your run instead
If you've been enjoying your time with As We Descend, please make sure to leave us a review on Steam. For a small team like ours, each and every review makes a huge difference. Thanks in advance!
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