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Across the Obelisk News

Hotfix 1.1.05

Hello everyone. We have detected that there were some problems when a player drew multiple boons/injuries in a coop game under certain conditions.

With this hotfix, we hope to fix some of those issues, increase execution speed and animations in multiplayer, as well as improve performance. 

- Fixed; Conflicts when matching automatic pet card casts with items that also cast cards (f.e. Bonk Hammer + Retaliator),
- Fixed; In the same way several combinations of items and boons (f.e. Honorable) caused the game to hang sometimes when drawing a new hand. We will continue to monitor the situation surrounding these conflicts.

We will keep monitoring your reports and acting accordingly.

Sorry for the inconvenience, and as always, thank you all for your support, feedback, and understanding.

P.S. Bear in mind that you have the latest stable version (1.1.02) in the Steam beta program. If you want to switch to it, you will be able to select it through the Steam beta options by selecting the "v1102" branch.

Hotfix 1.1.04

Hello everyone. This is a fast hotfix to solve some problems that 1.1.03 introduced into the game.

The corruption rewards are fixed, and cards that moved cards to the top deck (f.e. battle plan or setup) are working again.

Also some soft locks will be fixed too.

On a sidenote, we have added the latest stable version (1.1.02) to the Steam beta program, so if you want to switch to it, you will be able to select it through the Steam beta options by selecting the v1102 branch.

As always, thanks to all of you for your support, feedback, and understanding.

Hotfix 1.1.03

Hello everyone. This is a fast hotfix to solve some problems that have been reported since we released the patch.

Furthermore, we've changed the way some activations work in order to increase the speed both for co-op and single-player. This is experimental, so if you detect desyncs in coop or problems that can be related to this change, please report them to us through our Discord.

- Fixed a problem with cards increasing the charges of an aura or curse without taking into account maximum values modified by items or perks (f.e. Gourmet Meat with Power Coil when increasing Powerful).
- Fixed a problem in the combat log text showing an incorrect string of text when losing stealth charges. Also improved some interactions that were reporting incorrect values in the combat log.
- Removed one of the two wolves in the first Wolf Wars fight. The HP of the enemy werewolves has been slightly reduced too.
- Fixed a problem when casting cards with a gamepad or keyboard that caused the cards to target the current hero (instead of the specified target).  Also, some problems regarding the keyboard and gamepad control have been solved in this hotfix.

As always, thanks to all of you for your support, feedback, and understanding.

Hotfix 1.1.02

Hello everyone. This is a fast hotfix to solve some problems that have been reported since we released the patch.

- Fixed a problem when a user disconnected inside the Wolf Wars zone that didn't restore the Madness level after loading the game.
- Fixed the time stamp for the combat log, which always showed the current time instead of the time that the action happened.
- Fixed the card interaction with gamepads during combat that prevented clicking on a target until you changed the current target.
- Fixed a problem where some of the heroes' initial items were not granting additional HP.
- Fixed a problem with some enemy pets that soft locked the game when attacking a fully stealthed team.

- From now on, key shortcuts during combat will only work if you have enabled the settings option to see the key numbers.

Gameplay

To speed up the introduction to the game for new players and shorten the duration of Act 1, we have removed some enemies that appear in the fights of Act 1. We have also removed one of the enemies from the first fight of Act 2. These changes do not affect the balance of money or experience received, and in general, those values should remain the same.

These changes only affect the lowest difficulty of the game (Madness 0).

As always, thanks to all of you for your support, feedback, and understanding.

Message from the devs

It's been 24 hours since we released the new story DLC "The Wolf Wars", after seeing your reactions and feedback, we wanted to communicate why we made several decisions and what was our intention with this DLC.

First of all, we would like to thank all of you who participated in our DLC giveaway on the discord. Reading your stories is really encouraging and we are truly grateful.



About the Wolf Wars DLC

We wanted to make this DLC and tell the Wolf Wars story. Not only giving skins but "something" more, and in this case it is the new hero Yogger (making a new hero is not as simple as it may seem, also a new hero includes his 3 skins, animations for every skin, cardbacks, emotes, and some interactions over the campaign), the pet, the new monsters and the bosses that work for the random combats of all the game modes. Also in Acts 2 and 3, you will find a random event that adds a new path never possible before and the last minute cardback.

About the new zone, we made it to explain a story that we wanted to tell. The story takes place in the past (and that's why the result of the event choices doesn't change because without spoilers... those things happened) and the idea was to show that Magnus and Yogger had different opinions, sometimes Yogger got his way and sometimes Magnus prevailed. That's why at the end of Wolf Wars what happens is what happens and that's how it ends for the main story of the game.

Besides explaining the story, the idea is that the zone serves as means to unlock the new skins and the new Hero (a bigger and more detailed quest event to unlock Yogger). We decided to scrap deckbuilding and card rewards within the zone because what's the point of spending 1-2 minutes deciding whether to take a card for a hero, if in the next fight one of the heroes is changed for another, plus the story consists of 3-4 fights per route and then your deck and heroes are the same as before. Being aware that it's a content that you wouldn't want to repeat every time during every run, we didn't put any "boon" or reward at the end so that players wouldn't feel "forced" to repeat it every time.

We consider this a small-medium DLC, and we call it Story-DLC. Keep in mind that it has taken us a long time (we are still a team of 3) because it comes with a very big 1.1 patch, which does have new game content, expected features, and many more things. And this 1.1 patch is free for everyone.

After seeing the initial feedback of the DLC we have seen and learned several things, like that it is not clear how to start the content, that maybe it should have been a separated mode on the menu, that maybe it should have had some deckbuilding part within the zone or that maybe people expected more from the zone. But it gives us the impression that maybe without the zone (or less focus on it) and just saying, "hey here's a new hero, skins, cardback and misc stuff" the DLC impression would have been different... Or even if we had put half of what comes for free in the big patch 1.1 inside the DLC the general opinion would have changed too... but we belived that the other new zones and content included in the 1.1 coming standard and for free was a much better option...

In conclusion, now that 1.1 is complete and released, we'll fix any bugs we may find and improve controller support.

Then our intention is to fully dedicate ourselves to doing a big content DLC, which will be the next one. It will be a completely new zone that you can choose for Act 2/3, with its enemies, events, new items, bosses, and more. In addition to including 1 or 2 new heroes.

As always, thanks to all of you for your support and feedback.