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1.3.15 - Vacation over, Potion changes, Bug Fixes and a... Roadmap?

I'm back! The ill timed family vacation is over! I appreciate everyone who reached out - it was a lovely break, but I’m ready to dive back into regular updates - and that starts now!

Whilst away, I was able to squash a number of bugs that showed up. There is still more on the list, and I’ll start moving through those tomorrow. Trying to keep abreast of Discord, Reddit and the Steam Forums, whilst also lurking in streams/videos where I can. Anything that I miss, feel free to poke me about!

Two big things to discuss here, lets start with:

A Roadmap

So I figured it was time to start acting like a real developer and put together some sort of plan! After googling “video game development plan for sale”, and not getting anything worthwhile - I decided I guess I better write my own (I joke of course. The one I posted was 100% just a purchased template).

In all seriousness, there are still a few things to add, however this gives a good base for the things I’m looking to move on in the coming months. I’ll continue to modify and add to the list as things come up, feedback rolls in. There's already 3-4 things I know I need to add - so hopefully will cycle back shortly and get those in.

For those who are interested, you can read the sticky post right here:
https://steamcommunity.com/app/1135810/discussions/0/2968398851793589786/

Potions

One of the goals with Vault was to limit randomness, or have it exist in a more controlled state - hopefully that much is apparent! One system of randomness that still existed was the Potion system, how sometimes after a fight, a Potion would appear. Sometimes it wouldn’t. Sometimes you’d roll into the Void fight with 10 Potions banked up, sometimes you’d only have 3. I liked the interaction of how Potions worked, but I wasn’t 100% sold on the delivery.

I’ll admit - this idea is one of my famous “give it a punt, see how people like it!” ideas. I think it fits better to the core tenants that Vault is trying to adhere to - and also hopefully adds another decision point for players to engage with.

From now on, on certain mob tiles, you’ll see a small “potion” icon. This icon lets you know, upfront, that a Potion reward will be handed out after finishing the fight. Each floor will have 4 of these tiles. The “type” of potion is still hidden, however you’ll know that a potion is guaranteed upfront.

I’ll continue to gather feedback on this change over the next few days. The number of potion tiles, the transparency of which potions are inside etc is all subject to change - however hopefully the idea behind why it's done is something that I’ve conveyed well enough!

Oh - and they all have new artwork!



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Asides from that, below is the big list of changes! As usual, a few things may have slipped through this list, but hopefully it contains all the major points!

I’ll be honest, there will probably be another patch tomorrow as I have a fair chunk of time during the day to knock out a bunch of bug fixes and changes.

So until then - happy Void hunting!
- Josh

+ Gameplay/UI;
- The Rare Artifact for losing all cards in Backpack event has changed to give an Elite artifact instead.
- Future Strike will now also show a progress bar above Enemy HP (works alongside Shii for double stack).
- Enemy HP bar will now go yellow if they're immune
- New Potion reward system and artwork.
- New mouseover for zoom/upgrade hint overlay to declutter the tooltip sections.
- Keg of Lucky Rum has changed
- Aftifacts have changed to be larger
- When selective Discard is active (Fear, Blue Gem etc), cards are now lower so they won't block your Buffs.
- If a hex is highlighted due to being selected in Map Rewards, you can now right click the hex to remove it from Map Reward tracking.
- Have move the "Take Souls and Essence instead" button down a touch on the Artifact choice screen.
- Whilst holding a card, you can now Right Click it to drop the card.

+ Bugs;
- Fixed a typo on the Challenge Coin tooltips
- Fixed an issue where exiting on Map Rewards after a Guardian fight would cause your map to be bricked.
- Fixed an issue where Rusty Scythe was causing all manor of random targeting issues.
- Fixed the icon for Hide being WAY off.
- Reworked the text on Barbed Gauntlet.
- Fixed a projection error on In Cold Blood
- Fixed Jade Mantis not doubling AoE Shii effects
- Class Trainer has been fixed to allow for re-rolls
- Fixed a bug which caused cards to be duplicated if you click SUPER FAST in the deck manager.