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Vault of the Void News

Closed Beta: Patch Notes 1.1.39

[h3]Gameplay/Content changes[/h3]
  • Multi-Strike has been renamed "Death Strike"
  • There has been a change to the way Corruption and Soultithe interact. I've decided to try a new system of interaction. The goal with "specs" was never for it to be an "either/or", more an interesting choice of starting spells/cards (which is why it's no longer called Specs also!). Currently it felt like Sacrifice spec was a touch off with its Corruption interaction.

    The worry with this is the insane spike in Corruption, but so far I've found it pretty "knifes edge" and quite fun trying to maintain the two values. No doubt there will be a few broken combos/interactions, but we'll weed those out!

    Now, each point of Soultithe you gain, you'll also gain equal Corruption. The way this works now is that Corruption spikes super fast and early on Sacrifice spec, but has the downside that you're generally floating a fair stack of Soultithe to get it there. You need to have pretty solid Soultithe management to make your way through. Also, if you do manage to find a nice card to interact with your high Corruption (maybe an Attack version to interact with Death Strike [Hello Flesh & Blood]), you can really start to smack things around, but at a risk. Prolonged fights you'll want to be a bit more mindful of your ST.

    I've personally done a few runs this evening and really enjoyed the interaction. I've tweaked all ST gain from cards now that ST doesn't auto-reduce on Corruption gain, added a few new cards, tweaked starting spell etc to make this fit. It's still a numbers game, but I'll keep an eye on the stats moving forward. I really enjoy the separation now between Corruption Start (slow generation, large pay off) and Sacrifice (fast generation, at a cost). And the interaction with Rage and Death Strike is feeling pretty good!


[h3]Other Changes[/h3]
  • Lots of card changes for the Daughter, plus a handful of new ones!
  • Fixed incoming damage to account for Burning and Poison
  • The first batch (5) of Daughter items have been added
  • Fixed a number of bugs in the Bug Resolution Feed
  • Removed Set Up for now. It's a card that was added before things like Rebound, Expel and a few other funky things were around. I want to take some time to reword/make it more clear how it interacts.
  • Added glow pulse to Spell Button if it's off Cooldown
  • New Animation for Muck it Up
  • Small tweak to Shadow Dancer
  • Burning is now reduced by Purging cards.
  • Tweaks to some of tutorials/alerts for new players
  • Added button in Compendium to view Daughter Artifacts
  • Fixed damage script for multi-triggering cards with Red Gems.
  • Change to Build Up to an Ability card

Closed Beta: Patch Notes 1.1.36

Another patch went live last night - catching up wtih Patch Notes here now!

Content/Gameplay Changes
  • Start of implemention for the new class. Please don't take anything shown on this so far as gospel, all is subject to change
  • New Battle UI for Deck/Spells/Energy etc. Can also now view your played out Items
  • Updated the Daughters Mastery pool
  • Fishhook moved to be a Hidden class item.
  • Damage text will now tell you if the creature is Immune
  • Multi-strike will now always reduce by miniumn of 1
  • When Haunted, a purple glowing rune will appear above the Voidstone showing you they won't be played.
  • Changed the way Overcharge works. Your Max Energy will be increased by your current Overcharge value (ie, if you have overcharge 3, your max energy is increased by +3). It's no longer a "start of turn" check. I have more visual tooltips coming to help process this information
  • Crystal Lake Hand-me-down: Every 3rd Heavy Card played will cost 0.
  • Active Debuffs will now show a coloured glow
  • Reworked the damage projection scripts to acount for creatures who will buff others mid turn. For example, if a creature will increase Frenzy by 1 for all creatures, that will be factored into the "Incoming Damage" total on your Threat stack. (because of the nature of this change, please let me know any oddities that show up, there will be some teething issues).
  • Block Values will now show up with the capped Block number in the Red Dragon encounter.
  • Changed how Expel works for Volatile cards, Items etc. There is now a clear difference between Expel and Destroy. Volatile cards, Items, Dazes, Infections etc will all be Destroyed. Expelled cards will be returned to your deck at the end of the fight. Destroyed cards are Destroyed.
  • Added icons to the Discard/Destroy/Expel piles
  • Color change for Opener
  • Scaling for the Sacrifice Daughter. One of the biggest issues for Sacrifice Daughter has been scaling. To address this, I implemented the Multi-Strike ability, but have only added that to one card so far. Now that I see it working and feedback has been positive, its time to start drip feeding that out a bit more. To help with this, I've changed how Opportunity works, as well as its upgrade. Best to see it in game to see the change. The only thing I'm cautious about is the cost increase on upgrade, but I'm confident it's still worth the cost, without become abuseable with a Black Void Stone



Bugs

  • Fixed crash when Bleed was being triggered occasionally
  • FIxed bug with map tile sound effect playing on right click
  • There was a bug with Elite relics and their distribution.



Typos/UI Errors

  • My House, My Rules
  • Removed Soultithe tooltip from Malice
  • Fixed typo on Weavers
  • Unholy Cleansing
  • Soultithe Tooltip








Closed Beta: 71 Patches Later! (Patch 1.1.33)

Hey all! So it occurred to me over the weekend that I haven’t updated the Steam Community page in sometime. My previous post eluded to the fact that I’ll be weekly patching. However, that was a lie, as it very quickly turned into daily builds (sometimes multiple a day!).

With 97% of the users in Closed Beta currently in the Discord channel, it felt a little like double handling to be posting patch notes every day to Steam. Since my last post on Steam, I have posted exactly 71 updates to the game - some were quick hotfixes for silly mistakes, some major system overhauls, some included new content, and some were a little of all 3!

The bug and feedback reporting systems on Discord have been working really well, and it provides me a checklist to crunch through all day. So far, over 190 !bug and !feedback reports have been resolved!

In the near future I’ll be cycling back to lengthier build cycles, probably looking at every couple of days - so I should be able to start double handling patch notes and posting reports on both sides of the community (Discord and Steam).

Preparations are underway for the new class - cards are currently being tested by overall theme and mechanics are pretty much locked down. Some new UI work is going in to help make things look super smooth, and the updated framerate to support 144hz has been well received! Overall, there's been so much testing it’s been amazing to see, and the feedback keeps making the game better. Here's what the data currently looks like!



Still no final word on Early Access, although my goal still stands as sometime in the next few months! Once the 3rd class is set up and tested, I’ll start gearing things up for something more public!

Thanks all!
Josh

Weekly Patch: 0.2.9.18

Big week! Lots of this has been on the Beta channel for some time, I've finally just bundled it all together and pushed it to the live build (which is still a Beta build - I understand how confusing this system is haha!).

Just a note, there is a big meeting this weekend in regards to a full card balance. Lots of changes will be pushed forward in terms of making all cards feel good and balanced. I expect this patch to go live around Sunday evening, and will make a note when it does!

[h3]Fast Play[/h3]
Fast Play has been introduced! There will still be a few bugs with this I'm sure, but please let me know how you feel ! So far:
- Enemy Animations sped up
- Enemy delays sped up
- Purging cards faster
- Drawing cards is faster
- Text overlays are faster
- Upgrades screen is faster

[h3]Disable Parallaxing[/h3]
A new option has been adding to disable parallaxing of characters.

[h3]Classes[/h3]
- Hidden Blade removed from Blade spec, replaced with Jab.
- New deck setup's for the Daughter and her builds.

[h3]Gameplay[/h3]
- Rebound has been changed to: Rebound: The first time this card is played in a turn, it will be returned to your hand. The Void Stone will trigger both times.
- I've changed the timing on checking for buffs such as "+1 Strength for each Swift card played". This will now check and trigger after the card is PLAYED and is being DISCARDED. I won't change my mind on this again. Promise. Maybe.
- There has been a major refactoring of the way cards were processed, all scripts gutted and moved over to a much more elegant system. This allows for cool stuff like pre-processing abilities. Not much effect to the front end user, but a major backend change!
- Fixed an issue with rewards getting jumbled.
- More tweaks to the way card processing orders

[h3]Cards[/h3]
- "Gutted" is now correctly labelled as an Ability card.
- Have updated the text on Quickness's buff, as it does carry over turns
- Caltrops text updated
- Defensive Attack's start of turn block has been fixed.
- Void's Kiss - gained Rigged on upgrade.
- Unleash Darkness - have added gain 1 Corruption.
- Added Sever Soul.
- My Father's Curse changed to trigger off Weak.
- Power Draw: Upped to 3 Strength.
- Teamwork, changed to : "Add your current Vulnerability to your Strength." Changed to Uncommon. Changed to Exploit.
- Cursed Blade: Inflict 1 damage. If your Strength is higher than 5, trigger +3 times. (added swift)
- Spirit Shield: Block equal to your Corruption. (Block equal to your Corruption. If Purged, gain Block 5.)
- Masochist changed to Common
- Chasing In: reduced cost and added Void gain.
- Knife in the Dark: added Swift, Slow and Vulnerable.
- Separated Soul - changed to : Inflict damage to all enemies equal to Corruption (x2). Reset Corruption to 0.
- Removed Swift from Backpedal.
- Fixed Footwork to take Strength in Aggressive Stance. Get it together Footwork.
- Meteor has gained the Purge effect: Deal 10 Damage to a random creature
- Overwhelm has been bumped to 14 Block.
- Power Strike upgraded to 12 damage on upgrade.
- Made Opening Move better
- Flank attack accounts for Vulnerable
- Have fixed Sever Soul "severing" it's card container
- Have fixed Exploit
- Turn the Tide will now count Weakness cards in your Deck from the Deck Manager
- Quick Escape + Duck and Weave now works
- Sever Soul has been reduced to 1 cost, 1 Weak and gained Rebound.
- Power Draw will now Rebound, as it should.
- Defensive Attack has been fixed.
- Knife in the Dark upgrade now cost 2 Energy

[h3]UI[/h3]
- Cards shown on tooltips should now sit at the right height
- Fixed potions doubling up.
- Pre-fight should now show the correct AP for your difficulty.
- Eldritch Blessing won't show up in the Deck Manager
- Fixed gem on Rebound, will no longer go dark.
- Ability Cards now have sound effects again
- Have fixed an issue on how Strength was been added to cards with multipliers (Turn the Tide, Sneak Attack, Caltrops etc)
- Fixed an issue with cards going underneath the deckview when holding shift
- The little "Alert" will show on the Deck Manager when you get a new Void Stone.
- Mimic fight has had a change. There was an issue with how it interacted with "Turn 1", turn 1 abilities triggering etc. Now, the fight starts at Turn 0 - where he gets to act first. It then proceeds as normal.
- Upped the size of the font for enemy passive on card
- Added (Passive) to the tooltip for enemy passives
- Upgrade is a click and short hold now.
- Fastplay at the end of battle sync's up with fight end screen
- Clockwork on AoE cards will now work
- Fixed an issue with Rounds not counting down and player abilities not trigger on right turn
- Caltrops should now account for strength.
- Vulnerable on multi trigger works properly now
- Fixed an issue with Void Dice
- Quickness now flushes correctly


[h3]Merchant Rework [/h3]
- Reduced the number of cards merchants have to 6
- Added an ability to buy upgraded versions right at the Merchant for a higher price
- 2 shops per floor, spaced apart to have one front loaded, one rear loaded.

[h3]Creatures[/h3]
- Obsidian Golem's "Black Void Stone" now works correctly
- Fixed text on "My Creations"

[h3]Items[/h3]
- Boots of Quickness :If you start your turn with 2 energy or less, add a Volatile Side Step to your hand.
- Changed Barbed Gauntlets to Rare from Uncommon
- Pickled Hand: The 3rd card you Purge each turn increases your Energy by 2, instead of 1.
- Rotten Egg: upped healing to 10.
- Corrputed Heart is now only buyable on the Hidden.
- Trusty Fishhook : At the start of your turn, add 1 Volatile Slash with a Red Void Stone hand. (oh stop it, you knew it was getting nerfed).
- The Watcher has changed to: Every 5th card you Purge will also Block 8.

Lots more stuff that I've lost track of. As usual, theres a mountain of spelling and grammar errors getting fixed up as I go !


Patch Notes: 0.2.9.8

Another night, another patch!

So, whilst I'd love to keep sinking my teeth into getting the Bloodsworn playable, I had another wave of excellent feedback re: usability/gammar/UI come through so wanted to spend another patch night tightening things up again. I'm hoping we're nearing the point where most of the stuff can drop from high to medium priority so I can start providing everyone with some new content!

That said, I appreciate all this feedback so much, so trying to act on all of it as quickly as possible ! (especially with new players joining everyday!)

UI

- Lots of spelling/grammar corrections !
- Pressing ESC on the Main Menu will now show a confirm dialog
- Have started adding ESC as an option to exit menu screens, ingame screens etc. If you notice anywhere I've missed just let me know!
- "Easy" mode has been renamed to "Introduction"
- Have sped up the colour morph on the border of tutorials when "Clicking and holding"
- Have added a "progress bar" to click and hold tutorials
- You can now press Esc to exit the Deckviewer
- For some reason, Item cards had lost all their tooltips. These are now back!
- Cursed Items and Events will now show the Tooltips for cards they'll give you
- Several events have had their flavour text updated (yay for proper writers!)
- As part of the changes to the UI, I have decreased the width of Tooltips when using Large Font mode. Let me know if this causes any issues with spacing and information listinings.
- Enemy Debuff tooltips will now show the associated icon next to it. The goal is to have the tooltips show when hovering the icon itself, however that will require a little refactoring. Have made this change for now.
- Have made the Void Stone tutorial pop a little more "in your face"
- Have made it so that items that trigger once during a turn (such as Pickled Hand etc) will show as ready if they're good to go. (if there are some I've missed, just let me know!)
- Fixed a bug with Deck Cards staying on item popup
- You can no longer sneak into the Vault by manipulating your Map. (SNEAKY!)
- Prey on the Weak now has added information in the Tooltip
- Angering the Vault through a certain event no longer is as nasty

Cards

- Updated text on "Underhanded Tactics" to state "Attack Action".
- Fixed Sleight of Hand so it's not OUT OF CONTROL
- Smoke Bomb will now show the right card on hover
- Ice Wall now has the Block keyword.

Gameplay

- Strength will no longer be removed when taking damage.

Items

- Hammer of Weakness changed to stop Strength reducing at all.
- Updated text on Eldritch Blessing
- Fixed Mace of Skull Crushing double trigger + showing text