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Update #33: Quantum Protocol Event, Sins, Void Stones, Cards and more!

Finally - the patch I spoke about 2 weeks back is ready for play time! Thanks everyone for being so patient, and doing your best to ignore that bug (I see you Well of Stars, offering people the same Artifact!!).

Let’s dive in...

Quantum Protocol Crossover - Queen enters the Vault!

So I’ve been chatting with the developer of QP for a little while now. We spoke a few months back of potentially doing a crossover - and it's finally here! First, go play QP now - it’s a great game and super unique (and challenging!).

https://store.steampowered.com/app/1328530?utm_source=collab&utm_campaign=vault

Now let’s talk about Queen's event in Vault of the Void. You’ll now have a chance of finding Queen on Floor 2. She’ll have a collection of chess pieces floating around - look closely and you’ll see something you’ve all been asking for.



New. Unique. Void Stones.

Yup, 16 in total, some class specific, some random to the run. I’m not going to spoil them all in here.... okay maybe just one:

[h3]Queen’s very own Void Stone is pretty simple. Trigger +1. Yeah... have fun :) [/h3]

Also - for fans of QP, you can claim your very own QP deckback in game - use the code "checkmate" (no quotes)!

Anyway - I really hope you enjoy the event! As always, a close eye will be kept on balance with the new stuff, and any changes I’ll let you know in next week's post!

The Reflections of Sin

So Floor 2 got an event - how about Floor 1? You know it.

The Reflections of Sin event is one I’ve been planning to get in since I started working on Vault. I’ve always been in love with the idea of a 7 Deadly Sins themed event, and after tossing around some ideas in a call with the Card Council - it’s finally a reality. And I couldn’t be happier.



On Floor 1, there's a chance you might run into a little Apple icon on the map. Once inside, you’ll have a chance to reflect upon things, and a chance to embrace 1 of the 7 Deadly Sins (personified in Vaulty fashion of course!). For doing so, you’ll suffer a Void (or 2), but each Sin has its own unique playable Affliction card. And they’re all pretty good.

Each one also comes with its own Achivement, and each Achievement comes with it’s own Deckback. Yup, you guessed it. Which one are you going to be hunting for?



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[h2]Daily Impossible+, and a little discussion about Imp+ moving forward[/h2]
So, first the good news! Daily Impossible+ is in the game now! A daily random selection of modifiers set to Imp+30, so you can just jump in and have a rip. It will also set a Seed for you based on the Dailly, but you’re free to change that if you wish. Why Imp+30? That might become more clear next.

Forgive me, this is going to be long.

So first, I’ll start by saying - I don’t claim to have all the answers - I’m learning a lot of this as I go! I do ask for a bit of leash where possible based on this - I’m more than happy to take feedback and make adjustments, especially where I get things wrong. Which I think I have here.

There’s been a bit of talk in the Discord recently about Imp+, the level of difficulty, and the intent. Previously in the game, if you set ALL the modifiers on, you’d reach Imp+66. Based on what I hear from those players, this is definitely in the realm of “not every seed is winnable”. This could also be translated into “not super fair”. Most high challenge players I spoke to in the early days, ran the modifiers up to Imp+50, grabbed the Achievement, and then settled in around Imp+30 for their “casual play”. Imp+30 is around the zone where it feels like, with perfect play, most seeds are winnable. I won’t say all, but this seems to be the zone where the challenge is there, and players seem happy.

That was how I figured the system would be used, so I never put a cap on the Imp+. However, it's become more and more clear that, if a scale goes higher, then many players do feel they’re not beating the game at it’s highest difficulty. And once they push on beyond 30+, hitting high 30’s, early 40’s, it’s becoming more and more frustrating. I totally get this - playing on Imp+30 when Imp+66 is available feels wrong to those who want to play at max difficulty. I totally agree - I can honestly say I think I screwed up a bit here.

So here’s what I’ve currently actioned, and where I’m looking to move to.

[h3]What I've done:[/h3]
As of this patch, I’ve capped custom mode Imp+ at 50. You can’t go beyond that. Guided still stops at 30 and Daily is set to 30. Custom you can push it up to 50, and get that last Achievement.

[h3]What I’m thinking about doing:[/h3]
Based on feedback, I’m thinking about lowering that cap to 30 for Custom as well. This means a few things - it means that the “max difficulty” of the game will be Imp+30. This is a pretty sweet spot, it provides a challenge, but also isn’t unfair to the player. There will also be 3 ways to experience it then, through Guided set, through Daily set or through custom, where you can share setups with your friends.

Achievements will move and change accordingly.

The thing about this change is that the modifiers still work the way they’re intended. They work as a way to provide players with challenges that they get to custom set, turning off things they do or don’t like. Allows for the option of challenging friends with different setups. Most of all, it allows me to add many, many more modifiers, and by doing that, not also randomly increase the max difficulty of the game.

Thanks if you made it this far - I’d love to hear your thoughts! Any high Imp+ runners feel their experience would be lessened by this change?

New Cards

10 new cards, a couple for each class, are now in as well! You can find them in the Compendium, if you search for 1.3.78! Again, because they’re new, back to holding artwork sadly but I’ll have those replaced by next week hopefully!

Compendium Change

Small change to the Compendium I wanted to try out. Now, cards that you haven’t discovered will have their details changed to read “???”. However, “discovering” cards now just require you to pick it up on the run, rather than “play” the card - then it will become unlocked to view the details!



All in all, there's a bunch more changes! You’ll see a new logo, new way of presenting updates on the Main Menu, more particles, lots of bug fixes and more! I’ll post a full list down below.

Nintey-Freakin-Seven-Percent

Before I go - I mean, wow. This week Vault of the Void hit 97% overall on Steam reviews. That's... mind blowing. I have no words to express how thankful I am, and that you all enjoy Vault as much as I enjoy making it! We’re getting closer to 500 overall reviews as well - I’ll have to start getting my act into gear and get a Community Reward ready to go!

Thanks everyone - I hope you really enjoy this update :) It’s been easily the most exhausting to cram in for me, but I’ve had a blast. Now, time to catch up on sleep!

All for now.
- Josh



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

Overview
- New Floor 1 Event - Reflections of Sin
- New Floor 2 Event - Queen
- New Achivements for the Sins event
- New Card Backs for the Sins Event
- New Log artwork!
- Compendium ordering has changed, and so has the discovery method and display.
- Particles add to reshuffling cards
- When you enter Zen, an orb will appear letting you know in a more noticable way, the amount of card plays remaining
- Removed Volatile from all Hidden Blade generation - it's just a part of the card now that its a token card.
- Have switch button orders around on Popovers (Accept is now on the left). Please be careful, sorry for having these around the wrong way.
- Daily Instablity is now in!
- Max Instability set to 50. Likely to change again, please read above!
- Can now see your Instability details when mousing over the item.

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Cards
- Blood Siphon reduced to 0 cost.
- Timely Maneuver block has dropped a touch.
- State of Mind is now a 2 cost.
- Cohesion Block upped by 1
- Spirit Essence's Energy clause changed.
- 10 New Cards added!

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Bugs
- Fixed Punching Bag with new enemy spawns
- Soul Collector shouldn't sell you stuff you already own anymore!
- Fixed Flask of Blue Juice not giving the 20%
- Fixed Escalate to stop being silly during Dragon Mother fight.
- Fixed an issue which allowed you to get multiple spells from the Swamp Witch
- Fixed typo on Forgotten Fuse.
- Fixed an issue where viewing the Map would make it a bit scrambly
- Fixed an issue with Swift Hand.
- Fixed a bug with Red Glasses and Crystalized Ichor when interacting with 0 Bleed (with Garnet Band)
- Ornate Fork now counts Fatigue
- Jade Mantis now counts Rage
- Fixed the re-roll issue (no really this time)
- Fixed Lascerations triggering on 0 Bleed
- Can new view upgards in Lost and Found
- Buttons in Lost and Found shouldn't be clickable underneath stuff now
- Seive vs Sieve spelling war has been won
- Quick Smith will now upgrade Void Coins
- Put a fix in place for the Class Trainer re-rolling the same card
- Unholy Cleansing damage should show its name in the Combat Log
- Re-Roll on Boosters shouldn't roll the same card anymore. "Shouldn't"

Update #32: The Patch that Never Was

I know, I know. I said I wasn't going to patch until Aug 16th....

Sorry for lying! In truth, there were just a few lingering issues I wanted to fix up. The good news is - everything is still on track for the Aug 16th patch. Still not too much info to give out... yet. Hopefully more this week!

I won’t go into too much detail today, this is mostly a bug fixing thing. However, a few things of note:
  • Have added a nice little symbol around card energy for when a card is going to Rebound.
  • Have fixed up seeding issues on a number of rooms, including Class Trainer, Soul Merchant and blank tiles. No more save scumming for those sweet Black Stone rolls
  • Fixed Muted. Yeah... sorry about that one.
  • Treasure Goblin will now always Flee on turn 4 - which means all you Monk players won’t have the rage inducing turn 3 flee, as you watch your Future Strike just... run away.


There's a number of other interesting bits and bobs - most of this came last weekend where I had a few hours to just hang out in Discord and rapid fire a few community issues.

And now, I shall disappear into the shadows until Aug 16th!

I’ll leave you with this;




All for now!
- Josh



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

Changes
- Seeded several areas of the game that were broken, including the Class Trainer, Soul Merchant, and blank tiles
- Lots of Typos
- Fixed the tooltips on the Soul Merchant Random items
- Added an icon for Rebound to cards, with a tooltip.
- Fixed an issue which would mean you'd get the same cards in the Draft
- Fixed Muted
- Added a card tooltip to Baby Dragon
- Added Fatigue source from Prayer Beads to the combat log
- Fixed Unholy Cleansing not stacking right
- Added more effects to Artifacts when they're ready to go
- Chalice will now correctly glow blue on 7 not 6
- Fixed Leverage doing silly things
- Treasure Goblin will now always flee on turn 4, instead of random 3-5

Update #31: UI Upgrades, Card Balancing, Volatile Discards!

Good news, and bad news.

Bad news is - today's patch will be the last until Aug 16th. :(

Good news is, the Aug 16th patch is going to be worth the wait. More details to come during the next few weeks about what's happening, and what's coming up!

Alright, enough vague threats of enjoyment - lets move onto patch details.

Firstly, let me apologize for no patch last week. Truth is, it was a hectic week - with my Wacom tablet going down and having to be sent off to repairs. That threw me behind a little, and whilst I got the patch up onto the Beta Branch - I wasn’t happy with a few of the things, so I kept it in incubation for another week. Let’s hit the major points.

Volatile Cards NOW DISCARD

So, this has been a pain point for a while now. Discard effects on Volatile cards. The rule has always been that Discard effects on Volatile cards won't trigger, because they're Destroyed, not Discarded.

Truth is, this just kept catching players out (old and new). So its gone. Volatile Cards will "discard" (triggering effects and artifacts etc) and then be Destroyed once processed, just like you assume they would! Sorry about taking so long on this one, it was an unnecessary step of sillyness!


[h3]New UI Stuff! [/h3]
So I’ve been working through booting out some of the old, plain, reused UI for events and giving each one its own due flavour and joy. The Stone Smith and the Soul Merchant have gotten their treatment up first, quick snapshot below! To be honest, there's still a few minor things I’d like to tweak, but mostly I really think it adds a lot more flavour and I can’t wait to paint up more!





Also, the new “Draft a Card” option at the Well of Souls has had some treatment as well (which also fixes the bug with it disappearing when checking your deck!)



[h3]Card Balances[/h3]
So it was time for another card balance pass! You’ll see a big list below of all the card changes that happened. As always, this is kept an eye on and a lot of this is coming from feedback in the Discord. Big thanks to all those who have helped in this regard.

Some standouts include Void Kiss, moving its way to an Attack, which makes you less sad to get Death Strike and Red Void Stones in a Corruption start.

Also Swift Hand has ... gotten pretty spicy!



Thanks everyone for all the positive support as always. I’m excited for what's to come mid-next month, I’ll start sharing more details when I can!

Thanks to all who have left a review so far for Vault! Nearing that 300 reviews mark which is super exciting! If you haven’t already, it means a lot and really helps the game grow and reach new audiences. Also, remember to use the code Steam250Love at the Card Back unlocks screen to unlock the thank you Card Back I released a little while back!

Thanks everyone - a full list of notes will be below!

All for now!

- Josh




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

Changes
- Volatile cards now trigger Discard effects! The world is right again.
- Changed the highlight colour for when marking card rewards on the map, for better visibility
- The Deshelved Salesman now will offer 5 items to choose from.
- Reduced the cost of the Elite Artifacts at Lost and Found.
- Shop till you drop with the Spell Child - he also now shows 3 spells.
- Blue Juice is now a starting "Loot the Dead" choice
- Can now minimise the opening choice, as well as the Cursed Item (rather than the moving option of times past)
- New Draft Screen (when chosen at the Well of Stars)
- New UI for the Soul Collector and the Rune Merchant!

Card Changes
- Flaying Flesh - Damage and Bleed changed to 10(13) and 4(5), but it's now Swift instead of Heavy
- Meditation - The base card now says "Start next turn in Zen," with the upgrade making you also immediately enter Zen.
- Careful Advance - Opener now also does Delay Block 6.
- Deliberate - Block increased to 9(13).
- Beard Knot and Silver Medal - Increased Knot bonus from 100% to 250%, and Medal bonus from 20% per stack to 50% per stack. More Void Stones for everyone!
- Muted - Now costs 0. The upgrade makes it produce upgraded Silent Shivs instead of Rigging.
- Battleplan and Collection Plate - Artifacts with these names renamed not to overlap with the names of cards (to Playbook and Meagre Offering)
- Bladestorm - Applies 1 more Bleed.
- Apprentice's Blade - Now produces Volatile Hidden Blades, like all other Blade generators.
- Untrustworthy Coinpurse - Gives 45 essence now. Makes a profit! Sometimes!
- Hidden Blade - Upgrading it adds "Apply Bleed 1" for any enterprising smiths out there.
- Cracked Sundial - 40 is replaced with 24. That's the amount of hours that exist!
- Chalice of Evil - Every 7th changed to every 8th.
- Death's Touch - The upgrade doesn't increase damage any more.
- Build Up - Doesn't do damage anymore.
- Surprise Attack - Does 9(15) damage baseline and 18 bonus now. Surprise.
- Bolster - Block increased to 12(17).
- Anemia - Block increased to 9(12).
- Forgotten Fuse - Changed from 4th turn to every even turn, and includes your Destroy pile now.
- Unrelenting - Deals 2 less damage, but gives 1 more Combo.
- Haste - Now costs 2 unupgraded, and the upgrade adds Chain 1.
- Timeless - Now costs 0 unupgraded.
- Tax Evasion - Changed to a 1(0) cost Expel that Blocks equal to Soultithe and Delay Blocks equal to half.
- Underhanded Tactics - Deals 1 less damage on upgrade.
- Gusher has moved to Rare.
- Void Kiss is now and Attack, that deals damage and gains Corruption.
- Swift Hand has changed. Now is: Add 1 Volatile copy of a Swift card from deck or discard to hand. Combo 1. (No) Expel.
- Self-Inflicted Agony now stacks.


Bugs
- Butchers Blade will no longer be eaten by Hidden Blades
- Can now preview upgrades at the Drafting page
- Fixed a bug that occured when playing Thinning Out with 1 card left in your Deck.
- Fixed lots of bugs with Volatile cards and sneaking into decks.
- Fixed a bug with Reverb causing too much Fatigue
- Fixed a bug at the card draft screen, and it disappearing when checking your deck.
- Fixed some bugs with card artwork previews for monsters
- Fixed a very rare bug which would cause you to skip Elite fights
- Kingdom Come and Who Thrives in Evil will now play ball with the Blood Library Artifacts

Update #30: Passive Previews & Presenting Past Playthroughs Perfectly

Alright- here we are with another weekly update! Enough pre-game, lets get into it!

So as things always go - the rapid patching in the last few week has meant a few bugs have crept their way in. This week I tried to smash as many as I could - got through a good chunk of the ones that were reported on the Discord and the Reddit as well. Whilst that took the most amount of time, I also managing to squeeze in a few nice to haves.

[h3]Passive Previews[/h3]
Right now - it can sometimes be a little easy for a passive to catch you off guard, or maybe something you didn’t quite parse in the original fight tips.

Vault ain't about that.

So I’ve added the ability to preview enemies' passive abilities from the pre-fight screen!



What’s more - the cards that are already animated now have their animation on this page as well. Huzzah!



[h3]Past Runs[/h3]
Ever wanted to flex on that buddy of yours with a sick Impossible +30 win, and then realise you’ve aged 6 months as you try and upload 3 separate screenshots because the Dev split the past run screen into 3 SEPARATE SECTIONS FOR NO REASON?

Me neither. Impossible+ is way too hard for me.

But if you have, then you’ll like this. I’ve redone the past run screen to make it all condensed into one neat and tidy looking single screen - ready for just the single screenshot (or selfie).

No judgement.



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Other than that, a few more notable changes:
  • Removed Inert from Hidden Blade and Silent Shiv, but have also removed them off the floor spawn list. They are now token cards only gained from Spells/Cards etc. Hidden Blade has been replaced in the Mastery Pool
  • Perfect Bonus has been toned down a lot, and baseline essence has been increased.
  • Dynamic card size scaling implementing when above 10 cards in hand.



I’ll place the full list of stuff down below so you can all see whats changed.

Not enough? REALLY? Well I definitely won’t preview some artwork for an upcoming event.



Dang.

Thanks for the flurry of great reviews this week - appreciate you all! I’ve had a bunch of people reach out personally and give their beautiful sentiments on the game, and it means so much. I’m so glad that you’re all enjoying it - and welcome to all the new players making their way in from the Sale!

Much love, and much more to come! Happy Void hunting!

All for now!
- Josh




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[h3]Full(ish) Patch Notes[/h3]
General/UI
- Stopped the Filter Menu popping out everytime you open the Deck Manager
- Fixed an issue that caused the AP/Frenzy tooltips to linger around on screen.
- Removed Inert from Hidden Blade and Silent Shiv, but have also removed them off the spawn list. They are now token cards only gained from Spells/Cards etc. Hidden Blade has been replaced in the Mastery Pool
- Enemy Passives will now be shown on the Pre Fight Screen, as well as the card animation (if applicable)
- New Run Results page in the Past Runs screen. Finally - its all on 1 page! Screenshot away fellow travellers!
- Cursed Artifact popup now has a show/hide button - instead of the buggy 'move me around' feature
- Perfect Bonus has been toned down a lot, and baseline essence has been increased.
- Dynamic card size scaling implementing when above 10 cards in hand.
- Uninspired Impossible+ modifer has been changed to only effect starting boosters.


Changes
- Theifs Code now does the Draw part first
- Ceaseless is now Rare
- Red Glasses is now an Uncommon
- Counter is now a Rare
- Fractal Feather increased to Block 4 (WHAT?) but changed to be a Daughter of the Void Artifact (Oh ...)


Bugs
- Fixed an extemely rare bug on map generation on Floor 2
- Fixed an issue where Treasure Chests could get the same rewards back to back
- Fixed the display bug on Class Overview
- Fixed an issue where the view Deck/Backpack button on the Prepare your Deckback screen wouldn't include a few cards.
- Bloody Ledger won't trigger from monsters killing themselves anymore
- Fixed some filtering issues in the Compendium
- Utility Belt - removed the reference to 'Temporary'
- Discarding/Sifting Volatile cards will now properly Destroy them
- Fixed Amathyst Spyglass + Curse Spell interaction
- Updated some text in the Legend
- Art of card Celerity now sits in its card frame
- Stealth now finally says it doesn't stack


Update #29: New Bleed Starter Kit!

To Bleed or Not to Bleed.
Howdie folks! It’s patch day again so here I am, dropping some sweet details. Today, we take a look at the new Bleed starter kit, some enemy changes, and some general bugs, fixes and QoL stuff (including the new Void Stone track). Read on, weary traveller!



[h3]Bleed Starting Kit[/h3]
So - a very healthy discussion sparked up at the Discord this week. To be honest, there were mutterings about it for a little while now, and once brought up, there was definitely a lot of agreement from a number of players.

Basically - Vault is a bit weird. Okay sure - it’s wordy weird. But one thing that stands out a lot to newer players at first is “Hey - these starter cards for each Spec actually... aren’t bad? I kinda want to keep a few around?”.

That’s actually by design. Slash’s interesting decision points with it’s Opener, Stabilities Ghost play to double tap into Zen - even the Daughters excellent Discard target in Grasp; they all are interesting - in a synergistic way.

Except Bleed. Poor old Draw Blood. Infact, that whole starting kit was just bad. Well - it was good in one way - it was super straightforward; it was a great stepping stone before drowning new players in a sea of endless keywor- OMG WHAT DOES ALL THIS EVEN MEAN? Ahem.

It also lacked the power to compete - on high Imp+ modes, you would either die Floor 1, or survive long enough to hit that power spike, and work through it. The goal was to address some synergies, make it more interesting, but also work on its early defense and scaling game.

So - Hidden Bleed has a brand new kit! Heres a screenshot of the new cards.


What’s interesting here? From Shadow is now a decent card, for starters. It allows a big chunky Block, but also lets you setup into a Rebound of some sort. Maybe it's a Rebound Evade to get you through a damage spike, - or a Rebound FTT to stack some heavy Bleeding. There's actually a lot of options with it.

Also - you may notice Parry has been replaced for Evade. A unique Block card that powers up with Bleeding enemies.

But how will I Bleed so many enemies you say? Draw Blood is... very different. So firstly - it’s lost Swift - which may seem like a downside, but it isn’t. It does it’s damage, then spawns a Silent Shiv into your hand. From there, you can use that for small ticks of Bleed across the board, or focus down one target. Because Draw Blood doesn’t eat your Combo, you can totally float some Combo, run on a bunch of Draw Bloods before throwing out all your Silent Shivs, taking advantage of Balanced. Huzzah!

Also, the starting spell got a rework!
Blood Rush: Apply Weak 2. If at Combo 0, Combo 1.

There is one slight concern of course. Whilst all these cards will probably make the VotV Veteran drool with possibilities, there is a flip side where now, there is a touch more overload to the new player. I’m weary of this, but I do think this starter kit feels much closer to what Vault is about, and has a lot more playability moving forward. It’s a decision I had to make - it’s never easy. Vault always cops a bit of flack for being pretty front loaded. But once you push through that - the gooey center awaits!

Bleed on, players. Bleed on.



[h3]Enemy Rework[/h3]
So - as you may have noticed, there's a few enemies floating around who are resistent to Bleed. That was pretty spec-prejudice, seeing no other spec really got maimed that hard. Most of it was flavour stuff to be honest (Bleed resistant on Lost Spirt, the Obsidian Golem etc).

All of this has been removed! Bleed the Totems. Bleed the Ghost! Bleed the RUNE STONE!

Bleed on, players. Bleed on.



[h3]The Void Stone Track[/h3]
So here's something that feels particularly Vaultish, that I’m a little embarrassed it wasn’t included earlier. Now, when you mouse over your Void Stone bar, you’ll see the upcoming Void Stones! More open information, more planning, more fun, and much more Vaultish.



Bleed on, players. Blee- actually never mind this part has nothing to do with Bleed.



[h3]Introduction Changes[/h3]
So I’ve made a few quick changes to Introduction mode. Firstly, you don’t get a Booster Pack anymore (trying to reduce the front loading!). I’ve also hidden the Spell Book and Map Reward buttons, and disabled the Deck Manager until you’ve actually done a fight.

After your first fight, you’ll then be guided to open the Deck Manager and ... er... Manage?

I’ve tested this for about an hour, trying to break things wherever I could. I’m paranoid about tinkering with the Introduction - so please - if you’re new and something WACKS OUT, please just leave a message here, on the Forums or over at the Discord and I’ll get it fixed right away!



[h3]Class Trainer[/h3]
Just a quick one here - the Class Trainer will now give you a FREE VOID STONE when you transform a card.



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Alright, that's enough rambling from me. I’ll leave you all to game Bleed on!

As always - thank you so much for all the great reviews! If you haven’t left a review yet - it would mean the world to me if you could - helps me really grow the game and get it out to more people! Appreciate you all!

Also, we’ll (hopefully) reach the 500 review mark in the distant(ish) future. I want to do another special something, just like the 250 special Deck Back. I’ve got a few ideas, but please feel free to leave any ideas you have of what could be cool!

All for now!
- Josh




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[h3]Full(ish) Patch Notes[/h3]
- New Bleed starter cards and Spell! Sorry if you were part way through a Bleed run pre-patch...that's going to be a bit confussing logging back on!
- Space Bar is now the shortcut for End Turn. It's been removed from the Purge ability for now - I'll be remapping that once I gather a bit more feedback.
- Some monsters have changed how they interact with Bleed. Namely; Swamp Mistress Totems, Lost Spirit, Obsidian Golem and the Runic Pillar. Bruce will no longer heal from Bleed.
- Merchant prices have been lowered a touch
- New Void Stone bar QoL option- mouse over and see what's coming up next!
- Class Trainer has been updated. You'll get a FREE VOID STONE with every purchase!
- Jade Mantis will now be accounted for when it comes to damage preview
- Remove the socket symbol from Voids when dragging Void Stones in the Deck Manager
- Fixed Tooltips showing on the Spell Child through the mini-map
- Blood Library Tooltip fixed on mini-map
- Various spelling changes
- New Introduction mode changes