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1.3.27 - Seeds, Bugs & Quality of Life

Wow - that was a week!

Between getting horribly ill on Sunday/Monday and being restricted to bed, to trying to fight through the recovery process so I could actually get stuff one ... here we are! I want to start by apologizing that this week's patch isn’t more “substantial”. I had all these grand plans for new content and great things, but it just didn’t go!

However I think it was a good time to step back and really crunch through a few “interaction” bugs, and little quality of life things. The new UI feedback has been so well received that I’m starting to now double down on things and revisit other areas that need work, as well as continued clean up and condensing of tooltips.

I won’t spoil the surprise and let you all know that there are new card designs hopefully being released next week - unique shapes for each type of card! It’s going to be great, but I’ll keep it secret for no- oh wait...

Amongst all the bug squashing and text wrangling however, I did manage to add a semi-frequently requested feature... let's dive into that now.

[h3]Seeding[/h3]
Having not dabled in this genre of game before in my spare time (intentionally, trying to keep my ideas fresh and unbiased where possible!), when people first started asking for “Run Seeds!!” I figured it was an obscure Plants vs. Zombies reference. I added the Gloomshroom encounter to hopefully stem the tide of “Run Seed!” requests... but alas - it didn’t help.


After googling, I realised what you were all after! So whilst it's still somewhat experimental, I’ve set up the ability to edit/input your seed before starting a run! This is done in the bottom left of the Class Select screen. Seeds are always 8 digits, and can only be digits! Once entered, I’m hoping I’ve managed to ensure that all elements are controlled correctly. I’ve done a number of test runs and also had things sitting on the Beta Branch for a time - but please let me know if anything feels “off”.



Also, as someone who isn’t as well versed with this feature, especially compared to you all out there - if you would like it extended to other areas, or adjusted in some way, please let me know! Happy to make this work in the best possible way!

[h3]Mimics[/h3]
I figured I should at least give a quick paragraph explaining my rationale behind the removal of our beloved toothy companions. Firstly, let me start by saying, Mimics aren’t gone for good! They’ll be back! There was a lot of feedback in regards to Mimics and how, generally, they weren’t a positive experience. It did mean, if you wanted to play optimally, that you would remove all Void Stoned cards from your deck before ever hitting a Treasure Room. What was a fun element of RNG (I had hoped!) turned out to be more of a frustration. The first time people encountered a Mimic was generally “Oh hey, Mimics! Thats awesome!”. Subsequent visits were generally greeted with more flavourful cursing.

They’ll be back! But for now, they’ve joined Arkaos in the “Encounter Naughty Corner”. More on their return later!

Other than that folks, below is a big long list of all the stuff I managed to record fixing this week. As usual, a few things may have slipped through the cracks. I’ll also keep an eye on things over the next few hours and push any hotfixes required to plug any random breakages!

That's all from me - as usual, a massive thank you to all the support and reviews and lovely comments you all send me every day. It's so humbling and I hope I can continue to provide a fun experience for you all! Expect another blog post this week talking about Void Stones, in something I’ve titled “When Less, is More...”. Other than that, I’ll leave you with this beautiful piece of artwork of Mr. Mimic and Arkaos, by Mr. Balance-and-numbers himself, Dabor!



All for now!
Josh

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1.3.27

+ Cards;
- Scattershot's Bleed segment will no longer increase with Rage.
- Sleight of Hand now works on Destroyed cards (Oh hi there Volatile Hidden Blades). Upgrade has increased to 3 cost though... (no, don't look here, look back at the awesome buff!)
- Dance of Darkness now has Gain 2 Corruption on Upgrade, like its base card.
- A Little Darkness has lost Inert.
- Lacerations text updated to hopefully be more clear.

+ Artifacts;
- Blessing of Weakness has been buffed to Weak 4/Vulnerable 4.

+ Spells;
- Ghost Blade now gives 1 Hidden Blade.

+ UI/General;
- Seeding! Still definitely something I want to keep an eye on, so please report any oddities!
- The Seed for your run will now show up in the Run History. Runs done prior to todays patch will just show a '-'.
- Fixed the wording on the Swift tooltip.
- Have fixed the tooltips on Artifacts so that they won't go off the screen anymore.
- Have reworked the way tooltips/card rewards show on the map so they shouldn't block path viewing. I still think a good solution maybe to have the "card reward" in a fixed location on that screen, but will chase up more feedback on this.
- Viewing the upgraded card on a map reward will update its tooltips to show Upgraded Tooltips dynamically.
- Redesigned the Elite Artifact choice dialogue and presentation.
- New art for the Void Stone bar.
- Worked on cutting down more tooltip length.
- Have sent some Inspectors down into the Vault to check all Treasure Chests. It's been confirmed that all Treasure Chests are 100% not Mimics, until I can rework the Mimic encounter/interaction to be more pleasant.

+ Bugs;
- Fixed an issue where hitting F12 would toggle Fast Mode.
- Fixed an issue where you could use a Mastered Card on Cooldown.
- Fixed Ornate fork being off count by 1.
- Fixed a bug on the Class Trainer where he was eating cards.
- Amythyst Spyglass will now work each turn.
- Option to disable the Zoom/Upgrade overlay on cards now works correctly
- Splattered Sawblade now works for Cards only, as it should.
- From Dust and Bloody Ledger now interact correctly.
- Disabling the Blessing during Vault Guardian fights will now save, so if you edit your deck, you won't need to disable it again.
- Fixed the alignment of the Essence icon on buttons in the Merchant
- Ice Wall will no longer be affected by Sweltering Heat
- Sleight of Hand will no longer Destroy instead of Expel.
- Sleight of Hands damage will no longer bypass Fort.
- Sleight of Hands tooltip now matches it's card effects.
- Fixed a few issues with Festering Scars and Lingering Injuries.
- Opting into Impossbile+, adding some modifiers, then backing out and choosing another difficulty will no longer cause you to have those modifiers active (Normal+ anyone?)
- If you've fully mastered a class, you won't have to skip through the Card Mastery screen anymore.
- Max Instabilty will no longer go up by 2 extra than it should.