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Vault of the Void News

CLOSED BETA: PATCH NOTES 0.2.5.22

PATCH NOTES 0.2.5.22

Class Changes - The Hidden
  • The Hidden (previously the Rogue) has had a number of changes in preparation for future class designs. Also, one of the concerns was that the class wasn't encouraging strong Bleed play, which is suppose to be the core principal around the class.
  • Firstly, they now have a Artifact to start:
    Poison Blade : Each time you apply Bleed to a creature, tick this value up by 1. Block X at the start of turn, where X is equal to the count on this item. If you suffer damage, this value will reset. (This should encourage players to be utilising Bleed a bit more. )
  • Secondly, a new card has been added to their starter deck:
    1000 Cuts (2) : Apply Bleed 6 (9). Gain 2 Strength.
  • This is the first of a few new cards that are class specific. To view the new Hidden class cards, you can scroll to the bottom of the compendium. More will be added once initial balance has been observed.


Class Changes - Daughter of the Void
  • Issues around the Daughter's strength has been around for a little while now. There are a few drastic class changes prototyped, however before that, the small change of dropping the Strength gain on "Void Touched" to 1 has been made, just to see how that blanaces out.
  • Following the new class design, the Daughter will receive class specific cards as well, however this will come once the Hidden has been confirmed as balanced, and focus can shift to the Daughter.



New Items
  • Around 10 new Artifacts have been added. These are spread between Elite items, Merchant and also Cursed items. Another 10-15 are ready to come in the next patch also.


Major Card Changes
  • Sleight of Hand has changed based on discussion in the Discord. Card now reads:
    When a card is Discarded or Expelled, Inflict 3 (5) damage to a random creature. Expel.

    This now triggers on Discarding as one would expect, rather than "a card entering your discard pile". It also now stacks.
  • A few cost/damage tweaks on a number of cards.


Bug Fixes / General Changes
  • Lots of card bug fixes, including issues with cards stacking, and upgraded versions not working.
  • Tips are now shown pre-fight on Easy and Normal mode. If you think a tip is wrong, or have a better "tip" for players, let me know!
  • Deck recycling has changed a little. Previously, a reshuffle wouldn't be done until the deck is called upon to draw. Now, in most instances, as soon as you draw your last card, your discard is immediately shuffled back to your deck.
  • Addressed most of the bugs in the Discord. Please advise if you notice anything still acting strange.


CLOSED BETA: PATCH NOTES 0.2.5.20

Gameplay Changes
  • Massive overhaul to card damage! In previous builds, users and I have noticed a huge issue with scalability, and the requirement and need for Strength. Without Strength, winning a run was close to impossible. This was due to a few factors, namely that Strength would scale cards/deck an exponential amount. 1 Strength on a Slash would increase it’s output by 33%, which was too high.

    There were a few ways to counter this, however the path taken was to increase damage across all cards by at least 50% (sometimes more). This now means that Strength plays a role, but isn’t a dependency. All enemy health has been upgraded a little as well to balance the change.


Class Changes
  • The Necromancer has now become “The Daughter of the Void”. This fits better into the lore and gives her a bit more character.
  • The Rogue has become “The Hidden”
  • Class selection screen has been redesigned with new artwork.
  • The Death Knight has been removed until the artwork has been completed.


General Changes
  • New system in place for card artwork which MAY cause issues with some cards. Please let me know if something shows up funky.
  • Testing Animated version of cards (Slash)
  • Added Menu button to the player bar
  • Added tooltips to the player bar items
  • Fixed up Menu to include turning of tutorials
  • New Deck Manager and Spell Manager button UI.
  • Added "tips" to the map. Please let me know if you think of any Tips that should be added!
  • Added more options under the "Options" menu.
  • Loot the dead event only triggers if you reach the first boss of the floor
  • A Compendium has been added to the Main Menu. This will list your current card pool, as well as any items you’ve gained on previous runs.
  • I’ve removed the “Add a card to your backpack” stage to reduce the prep time for runs. It became just an extra layer of “clutter” that quickly became a “best in slot” scenario. It will also streamline future unlocks.



CLOSED BETA : PATCH NOTES 0.2.5.18

Big Updates:
  • Elites now drop Artifacts! (And mostly pretty awesome ones!) Hopefully this is more of an incentive to go after them.
  • Strength no longer effects bleed. This is a massive change, and I spoke more in detail on this in the Discord channel.


General Updates:
  • Global health modifer on the second floor onwards has been toned down.
  • Tooltip added for Minions, explaining that killing the guardian will clear the floor
  • Tooltip added to Volataile cards explaing they can't be purged
  • Fixed a bug which would cause the reward card to move on the postfight screen
  • Made the discard screen more user friendly with text, and disabled some interface items whilst showing.
  • Added the Combat Log. Set this as on by default, but can be hidden with
  • Runes are now added by dragging the rune onto the card!
  • Card draw bug fixed to keep speed smooth
  • Various alerts/pop overs for new players
  • Fixed a bug which caused a crash when using Setup on a Temporary card.



Enemy Updates:
Void Maw - will cast "Defensive Attack" a lot less now.

Servants of the Void- Assassin's code has been fixed. He will no longer cast Fan of Blades all the time. Will only cast it once every 3 turns. This was a global bug which caused creatures that shouldn't be casting certain abilities multiple times to ignore the restrictions. Lots of flow down from this.

The Submerged - Call to the Deep has been tonned down.


Card Changes:

Arcane Overload - now has a count

Setup - now effects Volatile and Expeled cards

Gains (2)
-Double your Strength. Suffer Vulnerable 2. Expel
-Double your Strength. Expel

Building Steam - Upped to 2 damage.

CLOSED BETA: PATCH NOTES 0.2.5.17

Gameplay:
  • Added the Vault! You'll now be able to enter the Vault, defeat 2 of his Guardian, then finally take on the Void. PLEASE NOTE: the card artwork is still not finalised, we have custom artwork coming for each of these, we won't be using the statues in fight.
  • Yellow Rune now Block 4
  • Hand limit has now been implemented (8), which effects drawing cards. "Adding" cards to your hand ignores that limit. Tooltips have been added to draw cards. This is an experimental change and will be gather feedback on this. A decision will be made before Open Beta.
  • Several new cards added, some of these are purchasable some are automatically unlocked.
  • Added a Card Pool menu item, so you can see the cards (and upgrades) that currently fill your cardpool.
  • Background music added, with some new sound fx.



Monsters:
  • Swamp Mistress fight now acts like others. Killing her Totems will allow another to respawn. She has lost the ability to Spawn new totems
  • Theres been a lot of balancing across the board, however the next patch will focus exclusivley on balance as we collect data from this new patch.
  • Vault Guardians are in. Where they sit balance wise is still unknown. So get killing!


Cards:
  • Repeated strike now copies Runes. I expect you all to break the game with this haha.
  • Concentrate upgrade reduced to Draw 1 from 2
  • Disarm changed to Manoeuvre
  • Bug fixes


Spells:
  • From Dust now deals 5 damage.
  • Nightmare Steed: Block 5 and inflict 10 damage to target creature. (gained by killing the Black Coach).


New Cards:
  • Stealth - This turn, your Threat stack won't trigger. Expel
  • Medical kit - Decrease all conditions by 1.
  • Steel and Sulphur - Inflict damage equal to twice the targets Fortitude.
  • Coagulate - Gain 1 Strength for each enemy creature that has bleed.
  • Harness the Flame - For this turn, all card types reduce Burning.
  • Ignite - Deal X damage to all creatures. X is equal to your burning value.
  • Sword and Shield - Inflict damage equal to Block played this turn.
  • Scorched Strike - Suffer Burning 3. Deal 9 damage
  • Fire Blood - Apply Bleed equal to your Burning value to all creatures.
  • In Good Time - Gain X Strength. X is equal to the number of times you've played this card this fight.

CLOSED BETA: PATCH NOTES 0.2.5.15

UI/UX:
  • When you have Fear and need to Discard a card, you can now see your current Threat and Monster attack patterns.
  • When your spell comes off cooldown, an animation will play.
  • Upgraded cards now display with green text. Removed "Master" from Parry and Strike
  • Cards will now display if they're Attack of Ability, as the Red/Blue circle was being missed


Gameplay:
  • "Loot the Dead" starting event. Now every time you start a run, you'll be given 3 random choices to start your run.
  • Have added an Easy mode. I'm a little torn with this - an may revert to removing it. I'm a fan of the game being "hard", and requiring multiple tries to succeed. However I'm also trying to provide accessibility for new players. Keen to hear feedback.
  • *Note: as a by-product of this, there will be a rollback on "unlocked" difficulties. I apologise for this, it was unavoidable**
  • Reduced the cost of spells purchased at the Spell Singer and also pushed the Spell Singer back further in the floor
  • Corrected Event text on some events



Cards:
  • Repeated strike now gives and upgraded Repeated Strike when used upgraded
  • Suit Up reverted to 3 Energy, however Strength increase reduced to 1 (2).