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PATCH NOTES 0.2.5.13

PATCH NOTES 0.2.5.13

UI/UX:
  • The first time you run out of energy, a notification will show up reminding you about the Purge ability (incase you skipped the tutorial).
  • Same goes for the Void Bar, on first monster kill.
  • Card art system overhaul. This is more of a behind the scenes change, but it allows for dynamic card building at runtime, and sets up for Animated cards and alternative card artwork.
    • Just a note, there is an issue when the card goes "transparent" where the layers are visible. I'm working on a solution to this.
  • Added a popup when you first start playing, explaining some finer points of the game.
  • Text on enemy debuffs now aligns correctly and shouldn't be hidden.


Balance:
  • Preperations underway for an "easy" mode, one step below current difficulty.
  • All monsters have a bonus amount of HP added depending on where they are encountered on a run. This was being reset between floors, meaning the first few monsters on the second floor we're a little too easy. NOTE: this COULD have a dramatic effect on balance. I will watch how things go from here, but if you notice a spike in difficulty on Floor 2, this could be why.


Monsters:
  • Have bumped the Infecti HP and AP gain in Impossible mode to make them more of a challenge.
  • Void Maw has had it's AP bumped in Impossible mode
  • Voidling has had it's AP bumped in Impossible mode
  • Toned down the Pyremite's AP a touch in Impossible mode (will continue to monitor this fight)
  • The Drowned should always be Vulnerable now.


Cards:
  • Stagger changed to 1 mana cost.
  • In an effort to tone down the strength of Draw cards, the following changes have been made:
    • Battleplan is now Draw 1 (2) cards.
    • Reload is now just Draw 1, with the Discard condition removed on upgrade.
    • Oversized Backpack is now an Uncommon.


Bugs:
  • Fixed a bug that had a small chance of freezing the game when moving to Floor 2.
  • You can no longer apply runes to Item cards.
  • Fixed a bug with Quick Escape