You call that a challenge? (WizardChess 0.7.8)
Welcome to WizardChess 0.7.8! This is a minor update that addresses balance, progression, difficulty and bugs. TL;DR? The start of a run is more consistent, rewards and enemies scale up over the course of a run and (at high ranks) the late game is harder than ever.
PSA: I (Ben, programmer) will be on the road for a couple weeks so we'll only be doing bug fixes during that time. There's no devlog for this patch but I'll do a "round up" video once I'm back from this trip. As always, appreciate the support especially from those of you who've been following along for years. It's all starting to come together! If you missed the last video, now's a good time to catch up:
[previewyoutube][/previewyoutube]
NEW Enemy: Gorgon
↳ Spawns during the Hss boss fight on Rank F and above. NEW Dynamic shops
↳ Shops will spawn with 3 units of varying quality and price, determined by your party and the run difficulty. NEW Idle animations for:
↳ Bounty Hunter
↳ Deer
↳ Gorgon
↳ Grappler
↳ Tenggi NEW Crash detection
↳ If a fatal error is thrown the game SHOULD catch it and display a message.
↳ This makes it easier to get the game log and post it in Discord. NEW Music in the Fae Biome (WIP)
CHANGED Difficulty curve has been massively reworked
↳ Slower takeoff, tapers off towards higher ranks. CHANGED Cursed Deal encounters are animated
CHANGED "Jump into board" animation on title screen
CHANGED Target indicator is now colorized by Unit Allegiance
CHANGED New (WIP) Codex browser, displays all content in a grid
CHANGED Options menu has been rebuilt for controller support
↳ You can now reset the options to default at any time using ` + Backspace CHANGED Reworked wording on Unit and Element Type upgrades
CHANGED Introduce overhead augmentation notification for Dog & Cat effect
CHANGED More nuanced map generation for the overall game board
↳ Biases some kinds of encounter to appear later in the run
↳ Gates some encounter types behind a minimum rank CHANGED All attacks will be grouped by the attacking unit
↳ Previously attacks were ordered by board position, but this was confusing. CHANGED Boost Tourist base Defense
CHANGED You can now inspect units from the unlock popup
↳ And also the fallen units list CHANGED More robust error handling around Developer Analytics
FIXED Controller support for Cursed Deal
FIXED Input system rebindable controls
FIXED Mimic was spawning exclusively Pythems (wrong)
FIXED Ronin movement range
FIXED Cormag Rank D enemy config
FIXED Disappearing reward cards in trade offers
FIXED Soft-lock when Stormliege targets an Insulated unit
Thanks for reading to the end Ben & Ricky (TwoPM Studios)
PSA: I (Ben, programmer) will be on the road for a couple weeks so we'll only be doing bug fixes during that time. There's no devlog for this patch but I'll do a "round up" video once I'm back from this trip. As always, appreciate the support especially from those of you who've been following along for years. It's all starting to come together! If you missed the last video, now's a good time to catch up:
[previewyoutube][/previewyoutube]
NEW Enemy: Gorgon
↳ Spawns during the Hss boss fight on Rank F and above. NEW Dynamic shops
↳ Shops will spawn with 3 units of varying quality and price, determined by your party and the run difficulty. NEW Idle animations for:
↳ Bounty Hunter
↳ Deer
↳ Gorgon
↳ Grappler
↳ Tenggi NEW Crash detection
↳ If a fatal error is thrown the game SHOULD catch it and display a message.
↳ This makes it easier to get the game log and post it in Discord. NEW Music in the Fae Biome (WIP)
CHANGED Difficulty curve has been massively reworked
↳ Slower takeoff, tapers off towards higher ranks. CHANGED Cursed Deal encounters are animated
CHANGED "Jump into board" animation on title screen
CHANGED Target indicator is now colorized by Unit Allegiance
CHANGED New (WIP) Codex browser, displays all content in a grid
CHANGED Options menu has been rebuilt for controller support
↳ You can now reset the options to default at any time using ` + Backspace CHANGED Reworked wording on Unit and Element Type upgrades
CHANGED Introduce overhead augmentation notification for Dog & Cat effect
CHANGED More nuanced map generation for the overall game board
↳ Biases some kinds of encounter to appear later in the run
↳ Gates some encounter types behind a minimum rank CHANGED All attacks will be grouped by the attacking unit
↳ Previously attacks were ordered by board position, but this was confusing. CHANGED Boost Tourist base Defense
CHANGED You can now inspect units from the unlock popup
↳ And also the fallen units list CHANGED More robust error handling around Developer Analytics
FIXED Controller support for Cursed Deal
FIXED Input system rebindable controls
FIXED Mimic was spawning exclusively Pythems (wrong)
FIXED Ronin movement range
FIXED Cormag Rank D enemy config
FIXED Disappearing reward cards in trade offers
FIXED Soft-lock when Stormliege targets an Insulated unit
Thanks for reading to the end Ben & Ricky (TwoPM Studios)