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Update #34: The Hotfix Recap and Future Plans!

Okay - so it's been nearly 2 weeks since the Sins and QP crossover event went live. In that time there's been a lot of great feedback and positive responses! There's also been a lot of little hotfixes, including one I just pushed last night. I figured it would be a good chance to recap them all, and let everyone know about what is being worked on next.

Max Instability and Discovery

Thank you everyone for the great feedback on these few things. So it looks like the change to Max Instability is a positive one, so I’ll be keeping that as is for now. Same with the new Discovery stuff in the compendium, and the air of mystery.

However there are a few who would like to tweak options like this. And so I’ve added a new “options.json” file:
%LOCALAPPDATA%/VaultOfTheVoid/

Here you can tweak your Max Instability to be higher if you like, alongside turning off Card Discovery in the Compendium. This won’t affect you actually discovering cards, it will just disable the “???” released in the last version.

To be clear, the games goal and intention is I+Custom capped at 50. That's where decisions will be made around. However, for the people who want to remove the breaks, there is now a way.

Keep in mind, you'll still need to work your way up to your set Max Instability. Setting it to 100 doesn't mean that 100 will be unlocked automatically - you'll still have to work your way up there! It just moves the upper cap.

500 Steam Review Community Reward

So as we edge closer to the 500 Steam Review mark, I can reveal a little more about what I plan to release in celebration. It won’t be a Deckback this time, instead, it will be the first code unlocked Battlefield.

But, it won’t just be any Battlefield. I’m currently sorting out the technicals, and once I have things locked down I’ll start showing previews. But expect something fun and interactive.

What’s Next?

So next week I’ll drop a small patch which will have a few things. Firstly, a couple of new Instability Modifiers, generally aimed at changing the way the game is played, rather than deprivation of resources. These won’t be for everyone, and for some people they’ll be a great addition. The beauty of the I+ system is being able to pick and choose what you’d like to play with, so trying to lean into that a bit more.

Also want to get some stat tracking across specs on the Character screen, a full balance pass on all encounters, smoothing out that difficulty curve a bit. A few other small things, and then...
Work officially begins on the Tempest, the next class.

And when I say begin, it’s more just implementation. The design has been there for a good 12 months now, I just decided to prioritise UI, readability and fleshing out the content already in game first. I can truely say I'm happy (proud?) of this stuff now... so let's get rolling!

What's the timeline? It won’t be a 1 week turn around, but it also shouldn’t take as long as you may think ... stay tuned!

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Other than that, thank you everyone for the kind words and excitement over the two new events - it seems they are very well received. I’ve included a full patch notes below re: all the bugs I’ve managed to fix over the last 10 days. A few new ones were reported this morning, I’ll try get those fixed up later tonight as well!

All for now!
- Josh



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[h3]Full(ish) Patch Notes[/h3]

Overview
- Fixed some issue around Shii, Rage and the damage preview showing odd things. In a twist of events, the damage preview was actually correct, but th e application was wrong. It was, for some reason, doing (Shii * Rage) + Fatigue. I've now changed that to (Shii + Fatigue) * Rage. Not sure how I screwed that up and missed it - sorry about that!
- Fixed a crash that seemed to be from returning players and the old void stone system.
- Sin cards can now correctly be duped at the Dark Mime, and they'll go to your Deck as intended!
- Dragon Mother's Sweltering Heat will no longer effect Shield Ward
- Dragon Mother's Sweltering Heat should no longer effect Artifacts
- Dragon Mother's Sweltering Heat should no longer effect Ice Wall's Purge
- Passing Pawn wasn't working correctly on cards with Expel. That's now been fixed (it's a Purge ability, so Expel shouldn't have been blocking that).
- Fixed damage preview not accounting for Band of Resilience.
- Fixed Recycling Bin erroring on Expel cards (same bug as above)
- Forged Soldiers Blessed Plating will now correctly be popped by Artifacts like Cracked Sundial etc.
- Fixed a lot of incorrect interactions with Expel, Haunted and the new Void Stones.
- Fixed Haunted not ticking down correctly for additional triggers. At Haunted 2, a Swift card with a Red stone with 2 Combo will now correctly tick down 2 instances of Haunted, and give you 25% Rage for the last trigger.
- Fixed Inert not working on spawned/upgraded cards in some instances.
- Fixed Loop not being completley random (was seed locked)
- That'll Sting had a few problems with previews. All resovled.
- Abandon Run popover has had the buttons switched to be in the correct order
- Flaying Flesh now shows upgrade number in green
- Fixed a bug that allowed you to hold CTRL and play a card as upgraded. (yikes)
- Upgraded Gluttony will give delay draw for Volatile Cards/Afflictions
- Fixed an interaction issue with Celerity, Theifs Tools and Discarded Keys
- Compost correctly returns on purge, rather than create a copy.
- Fixed Afflictions gaining the Rebound arrow
- Fixed the Rebond Stone not working with Inert cards
- Adjusted the text on Kings Stone
- All card artwork is now in! There's probably a few I'd like to still look at, but for the most part - it's all done!
- More typo corrections