1. Vault of the Void
  2. News

Vault of the Void News

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

[hr][/hr]

[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!

[previewyoutube][/previewyoutube]

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



Patch 1.3.30 - Card Frames and Discord Intergration!

First off, I want to start by wishing everyone a very Merry Christmas and Happy Holidays! Although a little late, I hope you all had a great time, relaxing, spending time with your family or just enjoying some quality game time!

This patch is a little later than I had hoped - work got the better of me leading up to Christmas, then time with the family over the holiday period resulted in my “code time” being a little less (okay - a lot less) than usual. But it's here finally, thank you for all your patience and I’ll be back into the swing of things now!

Today's patch is more little bug fixes and balance tweaks, with a few more “nice to have features” included. Next week, I have some actual new content dropping hopefully, as I work to expand the NPC pool! More on that to come.

[h3]New Card Frames[/h3]
This is something I’ve really wanted to tackle for a while. I’ve mentioned in the past how I’ve abstained from playing other games in this genre as to try not be influenced by ideas (for the record, I don’t think this is the correct way to handle game development, but rather, one way). One thing I missed because of this, was the fact that often different card types will have different frames shapes/designs so they could be easily picked out when in your hand.

I've had a number of players commenting that they'd like to see something like this in place. I agree! So here we go:



As you can see above, I’ve created 3 unique frame designs - one for Attack, Ability and Buff cards. Affliction cards (used to be named Weakness cards) share the same frame as Buffs, as do Items at this time.

So far the response has been positive from the testing on Discord, I hope the new style works for everyone else moving forward also! I’ll continue to iterate on the design as I go (still trying to find nice “placement” for the class card icon).

Just a note; some of the card artwork is cropped a little tight still. I’ve tended to the really bad ones, but I’m currently in the process of replacing all the card artwork with new, custom artwork, rather than the royalty free pack. Because of this, I haven’t given it as much attention as I would otherwise, as it's going to be replaced very soon!

[h3]Discord Integration[/h3]
One other cool thing I’ve seen other games do, is to have some super sweet Discord integration, where you’re able to view the details of your friends current run. As of today's patch, that should all be integrated now for Vault! It will show your Class, your current run time, if you’re in battle, the difficulty etc. I’ll continue to expand on this further in the coming weeks as I gather feedback!



Other than that, let me leave you with the big Patch Notes below for all the juicy details!

As always, thank you so much for the positive comments and all the positive reviews! It means so much and every review is a massive help in getting Vault out there to more people.

Apologies again for the delay in the patch - lets get this train rolling again !

All for now,
Josh

[hr][/hr]

1.3.30

+ UI/General;
- Discord integration! Now when you're playing Vault, your friends can peep the details of your run!
- Lots of typo/tooltip corrections and optimisations.
- Removed Peaceful/Enraged creature modifiers. Has been added to the Impossible+ modifiers (Void Blessed).
- I've added a 'Re-enter' button to the Merchant and the Shrine. I plan to add these to most other NPC's in the coming week - if all is working correctly!
- Enemy Attack Patterns are now seeded!
- The player debuff 'Weakened' (can't gain Rage) has been removed.

+ Cards;
- New card frames!
- Weakness cards are now called Afflictions.
- Upgraded Planned Strike now correctly deals 15 damage.
- Changed wording on Opportunist.
- Mind Shatter's damage predictor is fixed

+ Enemies;
- Weavers AP reduced on Hard/Impossible to 2.
- The Caught Passive on the Weavers now inflicts Poison, rather than Weakened.
- The Caught Passive on the Weavers also will reduce your Poison when you kill them.

+ Artifacts;
- Aegis of Ifraem moved to 10 with a max of 15.

+ Spells;
- Scavenger has joined the Mimic and Arkaos in 'Timeout' (removed from the game).

+ Bugs;
- Fixed the Bloody Ledger bug!
- Tea Leaves won't leave fractions of HP anymore.
- Treasure Goblin's Loose Backpack now triggers on Shii kills
- Issue with Sweltering Heat fixed.

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

[hr][/hr]

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.