Version 178: spell combos, morale boost, character potential
This week's update is already available and introduces a few cool features: spell combinations, morale boost and character potential, as well as the first sketches of the new user interface.
[previewyoutube][/previewyoutube]
Release notes are available on the game's forum, as well as below –––>
[h3]CONCEPT[/h3]
This week we focused on features that improve different parts of player experience: introducing combo spells, getting every character inspired when the party casts 3 spells in the first 3 rounds of the encounter, introducing character potential and bringing in the first few sketches of the new interface (we start with the travel mode).
[h3]ATTENTION: SAVED GAMES[/h3]
Because we changed the way that we generate characters (see "character potential" below), saves from earlier builds are no longer compatible with version 178.
[h3]SPELL COMBINATIONS[/h3]
A few weeks ago we had a vision of seeing one mage build up a fire spell, and another build up a frost spell, which then got combined into what looked like a first of water – and dealt damage. Since then, we've been waiting for the chance to add spell combinations into the game, and finally they are here!
You can see them in their own separate section it the Spellbook:

Each combo spell requires 2 primary spells. Complete one, cast it on the other, and it gets transformed.


Some of the combo spells offer new effects (such as removing damage or adding reflection tokens) while others are just a way to overcome the limitations of low memory (for example, "Water fist" needs two primary spells, each with just 2 elements, and issues a Damage token – which normally needs a spell that requires 3 elements).
[h3]"INSPIRED!" / MORALE BOOST[/h3]
The mechanic of "Inspired!" (which removes Fatigue from the character) has been designed a few months ago, and originally came from the mechanics of relationships and charisma. While we still haven't shipped these two mechanics, the inspiration came handy for another situation: now when player party casts 3 spells in the first 3 rounds of an encounter, every party member gets "Inspired!" and loses 2 Fatigue.

The feature is called "Morale boost" and is meant to allow you to use some extra concentration early on, knowing that you will be rewarded for your efforts if you succeed.

At some point in the future, we think that individual characters can have their own little "perks" that, when satisfied, could lead to additional inspiration – someone is motivated when they use fire, someone is motivated when they kill opponents, and someone is motivated when, say, the party gets to use a bunch of alchemic substances during one battle. We'll see!
[h3]CHARACTER POTENTIAL[/h3]
We used to generate characters as "roll a base value for each stat plus add a few traits that modify a particular stat". Character stats were also not limited by any cap, and could have been boosted until forever.
Version 178 introduces the new system:

NB: this part of UI currently lacks tooltips, we hope to roll them in with tomorrow's hotfix.
[h3]UPDATED INTERFACE[/h3]
While we still work on the concept of the new user interface, we already wanted to start introducing it into the game – because some things take a bit of time to playtest them. In this version, you will notice:
The actual images we used are just work in progress, of course. Below you can see a sketch of the updated Character Sheet, as a pointer to where we're moving with the update.

[h3]GETTING READY FOR TRAVEL MAGIC[/h3]
Spellbook now has an updated detailed tooltip (hover over the icon, then hit SHIFT): we're getting ready to introduce travel magic, which means that there will be actually two different Spellbooks once that happens: one for encounters, and one for use when traveling. The icons will change to reflect this. The Spellbook icon on the travel mode is now already disabled, with the tooltip explaining how it will work.
[h3]SOUND EFFECTS[/h3]
Please welcome the new SFX:
[h3]SMALLER CHANGES[/h3]
Applying 3 or more Damage in one round in Ruins now creates environmental effect "Cloud of smoke" that lasts 1 round. The description of this effect comes to the game tomorrow, with the hotfix.
In version 177 we started to show on the left side of the encounter screen only the creatures that are waiting for their turn in the encounter queue, rather than everyone in the opposing party. Now this list has an icon, and a tooltip describing it.

The tooltips for Inventory got updated to reflect the fact that you can only use a limited range of items during the encounter.

The counter for multi-turn opponent actions got a facelift, and a tooltip.

When one opponent attacks during the encounter, other creatures in the party are slightly faded to focus the attention on the attacker (but this needs adjustment as for now the change is not big enough to be obviously noticeable).
[h3]WHAT'S NEXT?[/h3]
Next week we're going to continue improving the flow of the encounter (there are still many moments when it's easy to lose the track of what's happening and it's crucial that we address this!), we'll also start with the mockup of "game log" (we really need a place where we can see every action that happened in the game) as well as continue updating the interface. And it's time to bring in travel magic – though whether we can ship something already in the coming week, is hard to tell yet, since it's a pretty big mechanic that may need more time to implement. Somewhere in the list is also "Character Mulligan" – a way to choose characters at the start of the chapter.
Stay safe, stay healthy – and cast some spells!
[previewyoutube][/previewyoutube]
Release notes are available on the game's forum, as well as below –––>
[h3]CONCEPT[/h3]
This week we focused on features that improve different parts of player experience: introducing combo spells, getting every character inspired when the party casts 3 spells in the first 3 rounds of the encounter, introducing character potential and bringing in the first few sketches of the new interface (we start with the travel mode).
[h3]ATTENTION: SAVED GAMES[/h3]
Because we changed the way that we generate characters (see "character potential" below), saves from earlier builds are no longer compatible with version 178.
[h3]SPELL COMBINATIONS[/h3]
A few weeks ago we had a vision of seeing one mage build up a fire spell, and another build up a frost spell, which then got combined into what looked like a first of water – and dealt damage. Since then, we've been waiting for the chance to add spell combinations into the game, and finally they are here!
You can see them in their own separate section it the Spellbook:

Each combo spell requires 2 primary spells. Complete one, cast it on the other, and it gets transformed.


Some of the combo spells offer new effects (such as removing damage or adding reflection tokens) while others are just a way to overcome the limitations of low memory (for example, "Water fist" needs two primary spells, each with just 2 elements, and issues a Damage token – which normally needs a spell that requires 3 elements).
[h3]"INSPIRED!" / MORALE BOOST[/h3]
The mechanic of "Inspired!" (which removes Fatigue from the character) has been designed a few months ago, and originally came from the mechanics of relationships and charisma. While we still haven't shipped these two mechanics, the inspiration came handy for another situation: now when player party casts 3 spells in the first 3 rounds of an encounter, every party member gets "Inspired!" and loses 2 Fatigue.

The feature is called "Morale boost" and is meant to allow you to use some extra concentration early on, knowing that you will be rewarded for your efforts if you succeed.

At some point in the future, we think that individual characters can have their own little "perks" that, when satisfied, could lead to additional inspiration – someone is motivated when they use fire, someone is motivated when they kill opponents, and someone is motivated when, say, the party gets to use a bunch of alchemic substances during one battle. We'll see!
[h3]CHARACTER POTENTIAL[/h3]
We used to generate characters as "roll a base value for each stat plus add a few traits that modify a particular stat". Character stats were also not limited by any cap, and could have been boosted until forever.
Version 178 introduces the new system:
- each character is generated with their current stat values as a dice roll +/–2 of the base value
- each character also has their "potential", i.e. how much the character can increase the specific stat
the potential varies between 0 and +3 for each stat - the descriptions ("Weakling", "Amnesic", etc.) are now linked to the actual values (e.g. everyone with Memory 2 is described as "Amnesic")
- the descriptions will come handy in the situations where you can choose one of several characters to join your party – you won't see full stats there, but you will see the top stat and the top potential stat there

NB: this part of UI currently lacks tooltips, we hope to roll them in with tomorrow's hotfix.
[h3]UPDATED INTERFACE[/h3]
While we still work on the concept of the new user interface, we already wanted to start introducing it into the game – because some things take a bit of time to playtest them. In this version, you will notice:

- Characters from player party are now shown on top of the screen. We're going to see if the size of the portraits is good enough, or should be adjusted. Each character now also has 3 icons underneath (Diseases, Injuries and Lasting effects; later, Curses will join the range) – they are not yet functional in 178, but with future updates will display the details of each active effect as a tooltip.
- Icons for Concoction, Inventory and Travel Spellbook received their own device that unites them, in the left corner. The icons will change, but the placement is final.
- Quest interface (top right corner) got an update, we'll keep developing its functionality (how to show several quests and the ones that are already available to be completed). In this build, we just wanted to map out the size and the placement of the device.
The actual images we used are just work in progress, of course. Below you can see a sketch of the updated Character Sheet, as a pointer to where we're moving with the update.

[h3]GETTING READY FOR TRAVEL MAGIC[/h3]
Spellbook now has an updated detailed tooltip (hover over the icon, then hit SHIFT): we're getting ready to introduce travel magic, which means that there will be actually two different Spellbooks once that happens: one for encounters, and one for use when traveling. The icons will change to reflect this. The Spellbook icon on the travel mode is now already disabled, with the tooltip explaining how it will work.
[h3]SOUND EFFECTS[/h3]
Please welcome the new SFX:
- there's now an effect now when element is dealt in character's hand
- there's now an effect now when character gets a new disease
- Wetlands biome now has an awesome ambient soundscape
- Ruins biome now has an ambient soundscape that is no less awesome!
[h3]SMALLER CHANGES[/h3]
Applying 3 or more Damage in one round in Ruins now creates environmental effect "Cloud of smoke" that lasts 1 round. The description of this effect comes to the game tomorrow, with the hotfix.
In version 177 we started to show on the left side of the encounter screen only the creatures that are waiting for their turn in the encounter queue, rather than everyone in the opposing party. Now this list has an icon, and a tooltip describing it.

The tooltips for Inventory got updated to reflect the fact that you can only use a limited range of items during the encounter.

The counter for multi-turn opponent actions got a facelift, and a tooltip.

When one opponent attacks during the encounter, other creatures in the party are slightly faded to focus the attention on the attacker (but this needs adjustment as for now the change is not big enough to be obviously noticeable).
[h3]WHAT'S NEXT?[/h3]
Next week we're going to continue improving the flow of the encounter (there are still many moments when it's easy to lose the track of what's happening and it's crucial that we address this!), we'll also start with the mockup of "game log" (we really need a place where we can see every action that happened in the game) as well as continue updating the interface. And it's time to bring in travel magic – though whether we can ship something already in the coming week, is hard to tell yet, since it's a pretty big mechanic that may need more time to implement. Somewhere in the list is also "Character Mulligan" – a way to choose characters at the start of the chapter.
Stay safe, stay healthy – and cast some spells!