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  3. Version 197 is now available (DEMO)

Version 197 is now available (DEMO)

Last Friday, the demo-version of Spire of Sorcery got updated to version 197.



Changes:
  • Opponents who use multi-turn attacks now display their intended target when they start preparations, allowing player to better prepare for the attack.

  • Any alchemic substances can now be consumed during encounters (e.g. remove Damage, remove Fatigue, etc.). In one of the upcoming versions, we will introduce a limit of 1 healing substance per 1 character per 1 encounter. For now, there is no limit.

  • When items are used for visual changes, they are not consumed (so you can change the hair color by licking bag of bones as many times a you like). This will get even easier with the upcoming change to 1 slot only ("use") instead of the multiple options we have right now.

  • Every item can only be used in one way. Goodbye, multiple uses! Resources are used in concocting and cooking, and to change visual appearance. Healing substances are used to heal. Encounter substances produce effects in encounters. And this week, we'll finally allow the much-requested "double click = use item" controls.

  • Tooltips now have a delay of 0.5 seconds (previously: 0.1 seconds). It's been inconvenient to have them pop up immediately.

  • Character Profile got re-arranged, with the portrait moving into the middle. It's going to evolve further this week, when we finally kill duplicate inventories and get rid of party profile window – we aim to simplify the interface without sacrificing the mechanics.

  • "Concentration" button is gone (bye-bye!) from the encounter interface, all character actions now happen immediately, without the need to "purchase" them via additional concentration. This provides for faster flow. Accordingly, all concentration-related traits are adjusted.

  • Each character now has a maximum of 4 actions per round in encounters. These actions, and their costs, are displayed next to the character's hand. Coming soon: even better distinction between actions and formulas.

  • Each character's deck and discard piles are now available for review separately, with the deck counter next to the button.

  • When ECs (environmental conditions, e.g. "Closed room") are triggered, they provide effects and then disappear. Earlier, they would exist permanently, and could be triggered multiple times.

  • Motherstone amulet now provides immunity from Poison when equipped, on the travel mode. Coming soon: two more amulets specific for use in travel.

  • Giggler Haunts now exist in 3 versions (contagious, poisonous and populated), which are seeded in Chapter 5 according to their difficulty rating, left-to-right easy-to-difficult. This is also coming to Barrows and Palaces with one of the future updates.

  • A custom illustration is now shown when the party retreats from encounters. There's another custom illustration for the situation of defeat, but you cannot see it for now because the game bugs out when every party member is dead right now =).

  • The animation of Fatigue tokens is now significantly shorter/faster. We'll keep looking for ways to speed things up on the animation side, maybe through an option to turn it off/on.

  • When player party would get hungry, there would be SFX and notification window related to this + immediately SFX/VFX related to change in mood; this is now fixed with a pause between the two events.

  • Mouse cursor was lagging on some configurations due to special animation, we now turned this animation off.

  • Fixed issue where restarting Chapter 1 while already in progress in Chapter 1, would create a NullRef error.

  • Fixed issue where Japanese version would not display a few characters in the "DESTROYED!" notification window. Sorry about that.

  • A number of SFX got updated: first, we fixed a few instances where the effects could have caused unpleasant emotions in some people; secondly, improved specific effects e.g. "opponent is preparing a multi-turn action".

  • The first experimental "music themes of objects" are in the game now – Anomalies have their own tunes that play on top of everything else when you're in encounter with these objects.

Due to significant changes, saved games from the earlier versions are not compatible with the updated version.

Next update's ETA: end of this week. We're working on "essences" (will be used in Travel magic as well as to unlock spells in individual Spellbooks), improvements in inventory and encounter UI (one "use" button instead of multiple, one inventory across the game).

/ Team CO (Vilnius)