Hey everyone, back again with a quick update. Things have been pretty quiet as I'm still heads-down working on all of the remaining content in the game. Most of what I'm doing now is pretty invisible, like writing the remaining dialogue, but once I get back to art expect more previews and posts on social media.
Gameplay Patch Notes
Added a better call out for your current energy when hovering cards or the redraw button.
Fixed multiple bugs with saving, including an issue where the "never seen" status of cards was not saved correctly and a visual bug where the saved game list was not updated when returning to the title screen.
Your available save slots are now automatically expanded whenever the last slot is filled.
Adjusted the demo card pool, including the addition of a few more new Druid cards.
Various other minor bug fixes and improvements.
Many of the cards you've played with in the demo are from earlier in development when I understood the game less and did not have a clear idea of what the final card pool would look like.
As I work towards 1.0, I will continue revising and redesigning some of the oldest cards (including many of the level 1 classless, rogue, mage, and warrior cards, as well some items) to bring them more inline with the rest of the card pool in terms of power level and utility. I also want to repeat myself less in terms of the availability of certain effects, and to make sure every card has a home in one or more builds at different points in the game.
Card Patch Notes
Tonic now has a break effect that restores a second instance of health.
Removed the bleed penalty from Blood Chalice (it still steals health from all enemies).
Slam now grants you 2 armor but the break effect deals damage equal to half your armor.
Spore Cloud has a new renew effect that upgrades all mushrooms in your deck.
Instead of restoring health, each status recovery item now has a more distinctive secondary effect; Bandage applies armor, Antidote applies regen, and Cornucopia stashes a Food item.
Cards you discover from elemental accessories (Sparkling Geode, Roc's Feather, Burning Ember, and Ring of Tides) now get their cost set to 0 energy.
Rapier now removes 2 armor but deals 1 less damage.
The break effect on Quarterstaff now grants 1 evasion.
Various other balance changes and adjustments.
I also showed the game at the Chicago Indie Game Showcase (C.I.G.S.) last weekend!
For anyone I ran into at C.I.G.S. it was great meeting you and thanks for stopping by the booth!
As always, reach me via Discord or the Community Hub with any feedback, questions, whatever.
-Luno
