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Vault of the Void News

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).

CLOSED BETA: 0.2.5.14 HOTFIX

0.2.5.14 HOTFIX

  • Monster scaling reduced a touch on the Second Floor. This doesn't just effect Hard difficulty, it's been scaled back across the board. However, it's still a touch higher than what it once was. Trying to find a middle ground.


Monsters:
  • Skeleton King:
    • Long Live the King removed from the Boss. This ability tended to cause confusion on when it would trigger. It was easier to just remove it, and alter other areas of the fight.
    • From Dust on the minions healing has been buffed significantly. Now, if you do kill them, you'll feel it.
    • Enrage on the Boss now scales, increasing AP by (2,3,3) instead of a flat 2.
    • Minions health increased on harder difficulties


Card Changes:
  • Suit Up: Increased to 4 Energy
  • One-Hit Wonder: Damage increased to 16 (25)

PATCH NOTES 0.2.5.13

PATCH NOTES 0.2.5.13

UI/UX:
  • The first time you run out of energy, a notification will show up reminding you about the Purge ability (incase you skipped the tutorial).
  • Same goes for the Void Bar, on first monster kill.
  • Card art system overhaul. This is more of a behind the scenes change, but it allows for dynamic card building at runtime, and sets up for Animated cards and alternative card artwork.
    • Just a note, there is an issue when the card goes "transparent" where the layers are visible. I'm working on a solution to this.
  • Added a popup when you first start playing, explaining some finer points of the game.
  • Text on enemy debuffs now aligns correctly and shouldn't be hidden.


Balance:
  • Preperations underway for an "easy" mode, one step below current difficulty.
  • All monsters have a bonus amount of HP added depending on where they are encountered on a run. This was being reset between floors, meaning the first few monsters on the second floor we're a little too easy. NOTE: this COULD have a dramatic effect on balance. I will watch how things go from here, but if you notice a spike in difficulty on Floor 2, this could be why.


Monsters:
  • Have bumped the Infecti HP and AP gain in Impossible mode to make them more of a challenge.
  • Void Maw has had it's AP bumped in Impossible mode
  • Voidling has had it's AP bumped in Impossible mode
  • Toned down the Pyremite's AP a touch in Impossible mode (will continue to monitor this fight)
  • The Drowned should always be Vulnerable now.


Cards:
  • Stagger changed to 1 mana cost.
  • In an effort to tone down the strength of Draw cards, the following changes have been made:
    • Battleplan is now Draw 1 (2) cards.
    • Reload is now just Draw 1, with the Discard condition removed on upgrade.
    • Oversized Backpack is now an Uncommon.


Bugs:
  • Fixed a bug that had a small chance of freezing the game when moving to Floor 2.
  • You can no longer apply runes to Item cards.
  • Fixed a bug with Quick Escape