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CLOSED BETA : PATCH 0.2.7.0

CLOSED BETA: PATCH NOTES 0.2.7.0


[h3]Movement Changes[/h3]
I've reverted the movement system back to a way we had it previously, in a very early build. Basically, it's added the option to move diagonally now, which is the simplest way to explain it. This original way of moving, players liked, however I made the change to "always forward" under the assumption that making hard choices (this node or that node?) gave more decision points to the player, and a better experience.

Since then, the feedback has been that players would like to explore the map more, which this old movement system does. I've reverted back for now to gather feedback, however initial tests have been positive. It does, however, shift the powercurve a little as players can now "collect more stuff"

The full breakdown on how the process works: You're given choices between which node to move to. When you choose, the others you didn't selected are destroyed. However, the exception to this is if destroying one of those choices will isolate the player, where upon it won't destroy.


[h3]Strength and Stances: [/h3]
The Problem: Strength was a 2 for 1, buffing both Damage and Block
The Solution: I've implemented a new mechanic called Stances. You have Aggressive Stance and Defensive Stance. At the start of your turn, you can switch your stance to whatever you like (you just press spacebar and it switches back and forward). Once you play a card, you're locked into that Stance for that turn.

When in Aggressive stance, Strength applies to Damage on cards
When in Defensive Stance, Strength applies to Block on cards

Choosing which Stance to play for that turn adds another layer of depth and tactics

Other options: The obvious other option would of been to split it out. Have Strength and Resilience or something along those lines. However again, this is done a lot, and I want to be different. I want to provide a more tactical, decision based feeling to the game. This also means you don't have to manage cards for both Strength and Resilience, which will a fixed deck size could cause issues.

The Fallout: There is going to be some different results for sure with combats. Combats that were hard, might become harder. Combats that were easier might shift as well. Will be monitoring the data closely.

[h3]Past Runs Viewer: [/h3]
After your run is finished, a .json file is saved storing the results and information of your run. You can view your last 8 runs by clicking on your profile in the bottom left of the Main Menu, and then viewing past runs. This layout/system is very much still in development, so please provide any feedback you have.


[h3]Enemy Changes [/h3]
New Encounter: The Jaws of Death
Bruce the Ancient Beast can now be found on the first floor, as an Elite.

New Encounter: The Disciples of Straw
A new guardian has been added to the the first floor, The Disciples of Straw.


[h3]UI[/h3]
- Added a Map Rewards button to the map. This enables you, at a glance, to view what card rewards are currently in play on the map!



[h3]Gameplay Changes[/h3]
- Removed the ability to Purge cards with space bar, as this is now used for Stance Switching
- The map has had some extra nodes added, resulting in around 5-7 new tiles on average per floor.
- Card rewards have been increased greatly. This will have two effects: you'll get stronger cards with more Uncommon/Rares dropping, plus the card pool will appear to be greater as there is more cards being circulated. Hopefully this will give a sense of more unique decks each run.
- Card Unlocks are now cheaper to purchase with Void Points!
- When you beat a Guardian at the end of the floor, you will no longer be automatically given a Booster pack. Instead, you'll be given a choice of what bonus you'd like to recieve

[h3]Spell Changes[/h3]
- Backstab has now had it's cooldown reduced. A change is coming to give this a further buff in the next patch also.

[h3]Monster Changes [/h3]
- The Sisterhood has been tweaked on harder difficulties.
- My Pain, You Suffering: Will no longer cast more than once.
- Ancient Beast has been changed to just be immune to Vulnerable, Weak and Slow.

[h3]Card / Item Changes[/h3]
- A couple of new items have now been added, plus items should now add to your Compendium once seen, rather than purchased.
- Wishbone has been fixed to stop clashing with handsize.
- Coin of Good Fortune now correctly ticks up.
- Frequent Fighter will now not half you Essence.
- Parry is now Block 5(8).
- Scattershot now costs 3 energy.
- Enough now correctly heals the player, as the card states.
- Backup now correctly states 5 Slashes, and gives that many.
- Many additional small tweaks in energy/damage that may have slipped through documentation
- Couple new cards added for "The Hidden", many provided by the community.