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Video : Dev Blog #2

Here we go folks! The latest Dev Blog up for your enjoyment. This patch is live on the Beta Branch and will be merged to the Live Branch in the next 24-48 hours - will post a full patch notes then!

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As always, thank you so much for all the support - especially on these videos (not a huge fan of the camera!). Despite that, I'm hoping to setup some live streams of me playing the game this week! More details as soon as that becomes a reality!

All for now!
- Josh

Patch Notes: 1.3.35

Here we are again!
So this week's patch, I’ll admit, might be a little lackluster. I had grand plans to push ahead with the first card expansion - however I got tied up clearing out a number of bugs - both old and new. As time went on, it felt like a good way to spend the week - crushing out as much of these little issues as I could!

Huge thank you to all who have been reporting these on Discord/Steam Forums, makes it so much easier for me to swoop in and sort things out!

On top of the Bug Fixes however, I managed to rewrite the Music engine, which allowed me to get the Voids very own music track in there! Plus there's over 20 new card artworks, plus a few new nice QoL things - like coloured borders on the Enemies buff/debuff/passive (shoutout to DukeOfLight for the idea!)



I’ve also gone ahead and buffed the amount that most Minions grant to the Progress Bar in fights. Seeing some people attempt Guardian fights, it occurred to me that some prefer to play in a way that clears out minions, rather than rushing the Boss directly. I’ve ensured this is much more viable now!

Next week, I have some pretty big plans. Guided mode for Impossible+ is on the horizon, all the details are done, it's just a matter of implementation now. This will act as more of your standard “progression” system, in an effort to not overwhelm players with all the options. You just set your Instability level - and all the modifiers will be prefilled!

There's also a big Card and Artifact update coming, firstly for the Enlightened but then the other two classes will be getting some love as well the following weeks. Around 20+ cards and new items etc - very keen to get that going!

For now though - I’ll keep working through stuff, expect another Dev Diary video hopefully next week as well! Thanks all for the lovely comments and flurry of new reviews last week - ya’ll make me smile with joy everyday!

Hope everyone has a great weekend - more to come next week!

All for now!
- Josh

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General;
- New Music engine, giving more control, and new Void background track.
- Enemy Items now have a colour border

Bug Fixes;
- Class Trainer has been fixed: he'll no longer try to pinch your Gem Class Cards!
- Fixed Treasure Rooms taking input when Deck/Menu screens are over the top
- Fixed spelling in Dragon Whelpling's fight intro
- Fixed text spacing on upgraded Trance (and some other assorted minor typos)
- Fixed Leverage spell not scaling to Fatigue
- Fixed Careful Advance interaction with Fatigue
- Fixed Fractal Feather's controversial views on what constitutes sameness
- FIxed incorrect percentages in the Card Compendium. Also added 'Potion' as a subcategory.
- Splattered Sawblade will now work with AoE Bleed Cards.
- Proliferate will no longer multi-trigger its Block clause (sorry Teak!)
- Fixed and issue where the Menu would be inaccessible in the Vault
- Fixed a problem with Side Step showing the wrong value during the Dragon Mother fight
- Debt Repaid will no longer project it's Purge damage
- Fixed an issue with the Spell Child showing old spells
- Steel Knuckles will now show on damage projection and the card description
- Fixed Corkscrew playing up
- Rewind will now correctly update attack descriptions on the card.
- Fixed a bug causing the second fight to change if you menu hopped
- Purging Dueling Buckler will no longer cause you to heal.
- Ornate Fork no longer scales to Rage.
- You can now cancel the Focus spell

Enemies;
- All Minions in Guardian fights will now give more progress to the progress bar, across the board.
- The Congregation will no longer scale AP to the Round when respawning

Card Changes;
- Turned Nick into an Uncommon Attack card - so now it will work with Combo!

Patch 1.3.33 - Tooltips, Useability, Soultithe, Spells and more!

Finally - it's live!
I’ve been excited to get this one live for some time now! If you’ve watched the Dev Blog from this week, you’ll already have a pretty good idea of some of the new parts to this patch! If not, all good - I’ll break it down in text form below, and also couple it with a list of the full patch notes!

I did just want to start by saying a massive thank you for the support on the video this week! I was given lots of lovely comments about how much you all enjoyed that format, so I’ll 100% try to get those going more often! I’ll try to keep them to 10-15 min and aim for one every 7-10 days, or as soon as I have some stuff to talk about.


And as usual, I can’t go without thanking you all for the Positive Reviews - its amazing to see such support, and I can’t wait to keep growing this game over 2021 and beyond! As a solo developer with no marketing plan besides "hopefully people who stumble upon the game find it interesting...", reviews go a long way to helping make Vault the success I'd love for it to be!



Onto the details !

(As a note: this has been on the Beta Branch for the last few days, where I’ve managed to fix a few issues that were around. I’ll be monitoring things closely for the next 10 hours or so to ensure that nothing goes wrong, and hotfix any issues that appear straight away!)

[h3]New Intent System[/h3]
So, one of the major issues with Vault was its presentation of its systems. Originally, I thought I would be expanding content in the form of more classes, cards, encounters etc by now - however one thing I’ve been told a lot is; Vault has a lot of content currently - it just doesn’t present it awfully well.

So, the new Intent and Tooltip system is a massive push to address this. Firstly, all monster cards have been reexported and setup to allow for these new changes. It also means that enemy names aren’t baked into the artwork, which was something that was supposed to happen a long time ago. Chalk that one up to not knowing what I was doing when I started the project!

On top of these changes, what a creature is planning to do is now presented, in short form, on the card. No longer will you need to mouseover to check the details of what's happening (something which was often forgotten/overlooked). Also, Passives were very easy to miss. A little strip of orange text under the creature name - it often lead to a lot of confusion! No longer the case! All passives now are presented as icons under the card in the “buff/debuff” strip, making them super noticeable at a glance.

I’ve also adjusted which tooltips show when you mouse over the card (just their intent/passive details and sub tooltips, no longer a wall of all their buffs/debuffs). A few other small things also, but hopefully these changes make digesting enemy details easier and more approachable at a glance!



[h3]Tooltips[/h3]
Tooltips, tooltips, tooltips. Probably the one thing I get feedback on a lot - the game as a lot of them! The first step was to trim down as much of the text as possible. In some cases, I also adjusted the spell/card to have less tooltips intentionally. The next step however was to make these damn things more digestible! Here's what I’ve done :

Tooltips are no longer just a blue heading with a wall of text. Their text block is broken up with keywords highlighted in blue to make it easier to parse quickly.
Each has their own icon associated which will appear next to the tooltip, and also next to the heading, to make things easier to pick up at a glance.
Small changes to font sizes and positioning to make things less overwhelming.

So far, feedback has been great and I really hope these changes are a step in the right direction for everyone!



[h3]Spells[/h3]
Spells have been tweaked! I spoke about this in the video, but the goal was to take steps to make Spells better, in an attempt to compete with that class spell spot that synergises with your spec so well. A lot have been deleted, some have been changed and even more have been added!

[h3]Soultithe [/h3]
The Sacrifice spec got a little card expansion, with a few new toys being added in to help with Soultithe/Threshold builds. I’ll speak more about this change in the next Dev Blog as I being to shift focus to expanding card pools even more.



[h3]New FX/Sounds[/h3]
I’ve managed to find a new FX artist who has been delivering some incredible stuff! This is just the start of what's to come, as I slowly replace all the royalty free FX with new, exciting custom work! More of this to drip feed through over the next couple of patches.



[h3]Fatigue! [/h3]
More info on the why behind this to come next week , but figured it should be pointed out! Fatigue is now automatically applied to all creatures at the end of every even turn.

[h3]Optimisation [/h3]
As I try to do every few weeks, I wanted to run a little optimization pass over this patch. With the new tooltip system adding a bit more overhead on the code base, it was important to relook at where I could refactor and trim down a few things. After profiling, looks like I’ve eked out quite a bit more performance - hopefully that translates to you all as well!

As always, I’ll list the full Patch Notes below. Sorry if this post comes off a bit disjointed, pretty exhausting last few weeks leading up to all this! I’m excited to finally have this live and shift focus to another area of the codebase!

Feel free to leave any comments, or log any issues in the Discord or on here and I’ll personally respond as quickly as possible! Thank you all for making Vault what it is, and I hope you continue to enjoy your time cleansing the hallways of these evil apparitions...

All for now,
Josh

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[h3]1.3.33[/h3]

+ UI/General;
- Class icons are back for cards!
- Clearing Introduction will unlock Hard as well as Normal.
- Creatures that take half damage from Bleed will have their Bleed number reflect that.
- Corrected a number of typos
- When discarding the cards will move up so you can see the keywords now.
- At your start of turn draw, any Affliction cards drawn will position themselves at the far left of your hand.
- Purging cards won't scale them down so much, so harder to get them 'stuck' in limbo.
- Floor 1 will now have a selected Mob Room which will give a Booster Pack in addition to its normal rewards.
- Continued tweaking of Spawn rules to ensure less double up fights.
- Have adjusted the sound on Doggy Pats
- Combo now has its own Orb similar to Corruption.
- Changes to how the floating battle text is displayed.
- More sound effects across the board.
- Fatigue will now be automatically added at the end of every second turn.
- Started replacing/adding new animations/FX for attacks.


+ Monsters;
- Card redesign, with shortened attack information shown on the card! (No need to mouseover anymore)
- Redcaps won't sync Attack anymore, nor will they dual Refuge.
- Tooltips on Enemies have been redone to fit the new structure. Status Effects/Debuffs won't show on mouseover, to avoid overload. This can now be accessed by mousing over each item.
- Loaded piglets will increase Battle progress by more.

+ Artifacts;
- Clarified Utility Belt - the card is added to your hand.

+ Spells;
- Lembas Bread : Removed.
- Sunder : Increased to Vulnerable 3.
- Cripple : Increased to Weak 3.
- Return: Cooldown reduced to 3.
- Energy Tap: Cooldown reduced to 3.
- Leverage: Apply Weak 1 to all enemies. Deal 2 Shii thrice to all enemies.
- Sacrifice: Threshold/Reduction increased to 10 and 3.
- From Dust: Deal 14 damage. Slay: Heal 5, and, if you are at full HP, Block 5
- Nightmare Steed: Increased to 2 Shield Walls.
- Blood Give Me Blood changed to Swarm: Your next single-target card played trigger +1 times. Cooldown 3.
- Massive change Swamp Witchs' spell - more info once you defeat her!
- 7 brand new Spells! (They're good!)


+ Card Changes;
- My Father's Curse: Unleash 50% (75%) Corruption. Recur 1. Rebound.
- New: Ceaseless: Uncommon Buff, 2(3) cost: Each turn, the first time you spend Combo, Combo 1(2). Expel.
- Grasp: Upgrade damage reduced to 10.
- Death Blade: upgrade now remains at 2 cost, damage reduced by 1.
- What Lies Waiting: Upgrade now grants Corruption rather than Soultithe, plus is also Draw 3.
- New: Proliferate.
- New: Dirty Soul.
- New: Debt Repaid.
- New: Veil.
- New: What Was Owed.
- New: Abyssal Unity.






Video : Dev Blog #1

Decided to throw together a little Dev Blog showcasing some of the new UI stuff coming this weekend! Let me know if you like this format - thanks!

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Work in Progress Update!

I figured I’d jump in here and put together a little post about where things are at, and what’s coming next! I get a little ancy when I’m quiet for too long, and whilst I’m trying to push out weekly patches, I’m learning that sometimes holding things back for an extra few days/a week means I can jam more into the Patches. Whilst I don’t have an “update schedule” right now, I’m assuming I’ll fall into something that's more consistent over the new few weeks leading into this year.

So whats been going on? A lot actually!

[h3]Spell Rework[/h3]
There's been a lot of talk over the last few months re: Spells. There has even been some extra detailed discussions over on Discord in regards to how people use/interact with the Spell system, what changes they’d like to see. It’s true that, in a lot of cases, the players starting Spell is the most synergistic and hard to replace. I’m taking steps to help try to relieve this - trying a few things. So far, the full spell list has had a rework, with a number of new spells coming in and a bunch of other “global” spells getting buffed, or removed.

I’ve even been playing around with a second spell slot idea... which might make it into the game in some form very soon...

[h3]New Soultithe Expansion [/h3]
Soultithes time to get some love! There has been a number of feedback points which I’ve taken on board, and then discussion between the Card Council on what aspects of Soultithe need to be addressed. There are a handful of new cards added, and a number of tweaks to existing ones as well. Plus, a collection of new Artifacts to help complement these - I think you’ll all enjoy the changes!

[h3]Card Artwork [/h3]
This is a continued process - the task of slowly working through all the card artwork, replacing the holding art with new, lovingly created pieces! This next update should feature a good deal of updates, close to 20-30 of the cards have been updated. I know there's been some complaints about artwork not quite “fitting” correctly - trying to deal with those ones first!

[h3]QoL [/h3]
Lots of little QoL changes on the way - including things like a green glow around cards with Opener, when Opener is still active. Also continued work on things like cutting down tooltips, and making Enemy intent easier to decipher at a glance.

[h3]Void Stone Setup [/h3]
So this patch required a bit of backend work to tweak how Void Stones were being stored/interacted with in the codebase. I had to overhaul parts of the code to set up for something super cool coming to the Void Stone system... very soon!

[h3]New Void Fight[/h3]
I’ve been doing some more thinking on the Void fight - and whilst my original feelings on the fight still stand, I do agree there are a few new ways to make it even more epic and exciting. I’ve got the plan in place, and now it's just a matter of working on the prototype and confirming numbers!

[h3]NPCs/Events [/h3]
The open information about NPC/Events is something which is at the heart of Vault of the Voids design philosophy. I'm continuing to ensure that all options are enticing (Class Trainer, I see you!) whilst also working on adding a few more!

I know a lot of this falls into “Hey! Stuff is coming! But here is no real details...”, but I just wanted to keep everyone updated on where my priorities are right now. As you may be able to tell, the 4th class (which is all templated out, with cards all designed and awaiting implementation) has been bumped back a little bit whilst I smooth out the overall gameplay of Vault just a touch. I feel between the 3 Characters, each with 2 starting specs, theres enough "content" in that area, its just the gameplay that needs some addressing. Once locked down, and once a few new encounters are added, then I'll switch focus back over to the new class!

If you’re interested in keeping in the loop and getting a poke when the build makes its way to the Beta server, feel free to join the Discord! Otherwise I’ll try to keep things moving as quickly as possible for you all! Thank you again to everyone for your interest and enjoyment in Vault - it's been a blast the last few months, and excited for what's on the plan for this year!

All for now,
- Josh