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Across the Obelisk News

Hotifx v.0.8.6

Hello everyone, fast hotfix to solve some bugs that have been reported and include a new QoL that's been requested a lot of times.

- The Tome of Knowledge is now available everywhere in the game (some screens will not have access but it should be in all the important scenes of the game). We also have added a Glossary tab with all the keynotes available in the game. The ToK is so important for us and we want to improve the info that it brings into the game, so expect some upgrades in the following patches.
- Due to a bug, corrupted versions for Epic and Mythic items were not dropping. You should begin to see those in the item loots/shops.
- Fixed a problem loading old savegames with the latest versions of the game. These old savegames should now be compatible.
- Minor fixes here and there.

That's all for now. Remember to leave a review on steam, if you like the game, it helps us a lot.

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

Hotifx v.0.8.52

**We have just uploaded version 0.8.521 that will fix the problem with freeze on npcs (in coop games). Sorry for the inconvenience. All the changes below still apply.**

Hello everyone, fast hotfix that includes some serious lore changes, modifications to hero enchantments, and fixes to some of the bugs reported lately.

Improved lore and worldbuilding.
The world of Across the Obelisk is large, with many different zones, in which many events have taken place throughout its history (some of them related to the main story of the game).

So it is our intention to create a cohesive story, and a rich world of lore, that give rise to many adventures, past, present and future. For this we have made several changes:
- Some descriptions of the main characters have been rewritten.
- Many characters know each other before the adventure begins, and this will be reflected in their own responses when they meet in the world.
- We have added some new answers in various world events.
- We have also polished the cohesion of history and the different races in the world.
- Finally (in preparation for the translations) we have added answers for the new heroes that will come in the release.

This is an ongoing process that takes time, so we will still wait a bit to finish writing the final text of the main story and each act.

Normalized the power of the different versions of each hero card upgrade.
- We have made a revision to the special cards of each hero and we have reduced the power between its different versions. In most cases we have taken the yellow one as a reference and buffed the blue/white one.
- The biggest change will be in the enchantments, now all the enchantments have the same cost between their various versions, so there will no longer be enchantments that cost 2 in their white and blue version, and then cost 1 in the yellow version. In this case the three versions will cost 1.
-We have also buffed the charges of those enchantments with charges in their white and blue versions, to match it with the yellow one as well.
-In general, we have tried that if an enchantmente has to have an increase in charges or "power" in its different versions, we have tried that it occurs in the blue version instead of the yellow.

We still want to have some individual progression in each hero. But with these changes we intend and hope that no player will feel pressured or have an urgent need to have a high level hero to be able to play with the cards in their yellow version (because the yellow version cost less energy or its power was notably higher than the blue one).

In addition, we have decided to make these changes taking into account the imminent arrival of 4 new heroes and that in the release someone starting from 0 will have 16 heroes to play with, level and experience new builds.

Other changes
- Meditate: made the white version give 2 energize (instead of 1 energy 1 energize), upgrades adjusted accordingly.
- Provoke: increased block a bit
- Arena Champion: removed bless, increased powerful.
- Minor changes here and there in other cards.

Twins:
Made the first round of the fight more consistent.
- Dawn, Shield slam & Subjugation are fixed at round 2.
- Dusk, changed Shield Charge(x1 block) for ShieldSlam (x0.6 block) at round 1.
Subjugation, reduced vulnerable charges to 1(from 2) in all versions.
Ivory & Obsidian Tower: Slightly reduced the block gained.

Note: With these changes we hope that finally the tank (first hero) will not be one-shot in the first round of the combat (under normal circunstances), as it will receive less damage. Noting that the party will receive a little more damage by fixining "shield slam" in round 1 to Dusk instead of "shield charge".

Archon Nhir:
Abstraction: in madness and despair, got back the gain 1 evasion on hit removed the apply 1 insane.
Crucifixion: white version, no longer applies doom.

Bug fixes
- Fixed a desync problem in coop games when one of the monsters died because of bleed/burning and he/she was the first to move on the round.
- Fixed a problem with the deck energy counter that was not taking into account cards with energy cost greater than 5.
- Fixed the unlock of the Dementia cardback, being available before than when it was intended.
- Fixed the double "Energy Deck" summary in the Obelisk Challenge.
- The scores have been normalized (and their treasure chests) to a minimum of zero points.

That's all for now. Remember to leave a review on steam, if you like the game, it helps us a lot.

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

Deck Builders Round Up

Deckbuilders! I love 'em. Slay the Spire got me into this genre digitally, after originally feeling the pull of Magic the Gathering in the late 90's. After over a hundred hours playing Slay the Spire, the classic that invigorated the whole genre, I had the bug, bad. So since late 2019 I’ve been hunting for more. MOAR! Here’s a round up of a few favourites.

Read the full article here: https://www.gamingonlinux.com/2022/05/deck-builders-round-up

Hotifx v.0.8.51

Hey everybody!

This is a hotfix that includes small fixes/QoL/balance. A lot of this changes have been suggested by the community, we are always up to improve the game so don't hesitate to share with us your suggestions!

Archon Nhir:
Greatly reduced the boss HP in all modes.
- Abstraction (enchantment), removed gain evasion when damaged and replaced with apply insane.
- Apotheosis (enchantment), reduced a bit the shield gain when damaged.
- Doomsday applies 3 doom charges(from 4). Making the countdown start earlier.
- Crucifixion (white), removed damage sides and added jump 1 (so now will add 2 martyrdoom in the heroes decks).
- Martyrdoom, all versions will make the hero lose 20 hp when cast (white version was lose 24 hp).
- Ethereal: reduced buffer charges.
- Misery: in normal and madness, the "sad" cards are added in the discard pile instead of random deck.
- Phantom Echoes, in normal increased jump to 3(from 2), in madness and despair, increased damage based on vanished cards to x1(from 0.5) and x1.5(from 1) respectively.

Note: With these changes we want to make the fight more agile and less cumbersome. To compensate we have made the boss scale damage a little faster with the "Phantom Echoes" spell.

- Added lots of missing tooltips of the new corrupted items and various cards.
- Fixed some text in various events.
- Added a Deck energy counter that will show a summary of your cards energy (similar to the one available in the Obelisk Challenge).
- Added the "Enchantment" tag to the bottom of these cards.
- You should not be able to buy a pet in the town Armory if you already have that same pet. On the other hand, it is possible to get a pet (doing quests) even if you previously bought it in the Armory.
- Added a new configuration option to disable/enable the "screen shake" during combat.
- We have moved the item reroll limitation to 1, from Madness 4 to Madness 6. About this, we have fixed the bug that was letting clients (in a coop game) to reroll without limit.
- Some minor fixes here and there.

As always, thanks to all of you for your support, feedback and understanding.
Have a nice weekend!

Corrupted items patch v.0.8.5

Hello everyone, here is a new patch that adds corrupted items into the game.

In addition, this patch also brings several improvements and a pass to the overall game balance.

Corrupted items
We have created more than 300 corrupted items. These are much more powerful versions of the items you already know and will give you a pleasant surprise when you find them in a reward.


These items will appear in Adventure mode, from the Madness 1 difficulty level, and in the Obelisk/Weekly challenge. Corrupted items can appear anywhere (with the exception of the town shops in the adventure mode).

The probability of obtaining a corrupted item is very low, but increases slightly with each difficulty level, and these items may appear more frequently in corrupted shops(those that are being offered as a corruption reward).


Combat Thermometer
We have changed how the combat bonus information is displayed in the thermometer and increased the reward on all levels below "excellent".

As for scoring, everything is the same as before.
5 points for excellent, 3 great, 2 good, 1 satisfactory, 0 poor and underwhelming.

As for the rewards, we have taken the "internal" value of gold bonus and experience that gave the excellent and we have normalized them, starting from the +50% bonus and going down. This means that finishing a combat in excellent is the same as before, but finishing a combat in great(+40%) or good (+30%) gives much more gold and experience bonus than before, even finishing a combat in poor(+10%) does not mean any loss.

Thanks to these changes all players will notice an increase in gold and experience at the end of each combat.

We still believe that the thermometer system is a good measure to score performance, and risk vs reward for players who want to compete for score, but with these changes we hope that no one will feel pressured/forced to make decks that have to kill excessively fast.

Balance changes
With the following changes we intend to improve many of the cards that have gradually become a little obsolete, and also lower the performance of some cards and heroes that due to the changes were a bit above the rest.

In particular, we want "Powerful" to become important again, and for that reason we have decided to change the yellow version of cards like "Warpaint/Unstable Power/Inner Fire". These cards were practically auto-include in any deck (since they have 0 cost and draw), trivializing the "Powerful" aura since it is applied practically for free.

Reginald and "Bless": we want the "Bless" aura to be used to buff more than one specific hero. Although it has been suggested to us to remove the damage bonus from the "Bless", we still like the way it increases the damage. Still, we believe that "Bless" should be gained more by using healing cards, or cards that give "Bless" to others: "Benediction, Divine Power, etc." so without removing the damage bonus, we have increased the cost or reduced the charges to some holy spells that give "Bless" to the caster.

Cornelius and self-immolation: over time with the inclusion of enchantments, new cards and new items, it has become easier and easier to gain resistance to fire or absorption methods, not to mention the fact that now "Burn" only reduces resistance by 0.5%. When we created certain cards with self-immolation in mind, we thought of them as risk vs reward, thinking that having certain "Burn" charges meant a real danger for the hero. In the current state of the game that is no longer the case, unless those charges are in the hundreds, so we have decided to lower the damage based "Burn" charges that these cards do, not to mention that many of them are low rarity... and that in the case of "Inner Combustion", Cornelius already starts with 2 in his deck.

The community calls this type of cards "detonators" or "finishers", but the truth is that they don't detonate anything since the charges remained in the enemy, so a card doing x2 or x3 damage based on charges, without any counter game, was not very logical. Besides, there was a big difference of values between several cards of this type in different classes. So, we could do 2 things; turn them into true detonators and have them remove the charges when used, or simply lower the % damage a bit. Due to the existence of the "Restricted power" corruptor, we have decided that lowering the % damage was a better option, and we have normalized its values (so that they are similar in all classes).

Finally we have revisited the Overcharge [OC] mechanic and now many of the cards that had that mechanic have been improved (not only with more damage but with the possibility to add extra curse charges for each energy spent).

Hero Changes
- Evelyn: Elemental Proliferation, changed the order of the curses so spark applies before burn.
- Cornelius: Fiery Shield, changed the % based on burn charges to 40% on all versions, and reduced a bit the default numbers.
- Heiner: Shield expert talent changed to Iron Furnace.
- Iron Furnace: When you play an attack, gain 8 block and +1 to fire damage. (5 times/turn)
- Unbreakable: increased block granted to 10(from 8).
- Steel Forge (yellow): tweaked the charges and charge bonus, (yellow) has 8 uses (from 7)
- Reactive lasers: reduced damage and burn applied, Now transform your damage to fire and has uses(instead of 1 turn).
- Fusion laser: reduced damage a bit. all versions are 3 uses.


Card Changes
- Added the secondary tag "Book" to Battle Plan, Music Sheet and Prescription.

- Holy Fire: (yellow) increased charges and base damage, reduced damage multiplier to x1.5(from 2).
- Neurotoxin: (yellow) increased charges, reduced damage multiplier to x1.5(from 2) corrupted(purple)increased base damage, damage multiplier is now x2(from 2.5).
- Noxious Eruption: tweaked(buffed) all versions to be more like Neurotxin and Holy Fire.
Note: Neuratoxin, Noxious Eruption and Holy Fire now have similar values and functionalities.

- Bloodbath & Combustion: Changed all versions, cost 3, blue damage is x1(bleed/burn charges) and has no vanish, (yellow) is x1.5 with vanish, (purple) is x2.

- Inner Fire, Unstable power & Warpaint: normalized, now yellow version cost 1 has draw and vanish.

- Curse of Elements: changed the order of the curses so spark applies before burn.
- Curse of Madness: increaseed mind damage and insane charges.
- Curse of Weakness: increased damage by 4-10.
- Elemental Bolt: changed to be always a base Lightning spell, lightning and spark will go first, increased damage and added charges. Now it's Rare.
- Emberstorm: added vanish to the base card.
- Dark Pact: reduced damage suffered in normal and yellow versions.
- Disintegrate: increased damage a bit. (yellow), changed damage order, now lightning and spark comes first.
- Inner Combustion: increased damage a bit, reduced burn applied to x0.5(from 1), (yellow) damage based on burns reduced to x0.5(from 1).
- Meteorite & Ice Comet: increased damage.
- Ray of Frost: increased damage and chill charges.
- Searing nova: base damage increased to 8(from 5) and % of burns applied reduced to x0.5(from 1). (blue & yellow) % of burns applied reduced to 0.6(from 1).
- Scroll of intellect: (blue) added innate and vanish.
- Siphon Life: improved, more damage, applies dark, more repeats.
- Transmission: (yellow) removed inspire.
- Winter orb: upgrades are now epic,(blue) chill +1, (yellow) increaed damage to x0.3(from 0.2).
- Winter is Coming: added extra chill to upgrades.

. Benediction: (Yellow & blue) increased healing by 1.
- Binding Heal: increased healing by 1 in all versions.
- Death's Reach: damage increased.
- Divine Ire: reworked, now uses overcharge mechanic.
- Enervate: increased damage by 4-10.
- Holy Aegis: (yellow & purple: removed courage, added bless.
- Holy Smite (yellow & purple) reduced bless to 1(from 2). increased damage.
- Holy Storm: (yellow) increased cost to 5(from 4), increased damage.
- Holy Blast: (yellow) increased cost to 3(from 2) corrupted (purple) increased cost to 2 (from 1).
- Fanaticism: added suffer dark charges.
- Foresight: (blue) added +1 sight. (yellow) changed, now cost 0(from 1) does a bit of mind damage and applies sight.
- Greater Heal: Added overcharge mechanic, upgrades are now epic.
- Mind Twist: changed to have a small damage bonus based on insane, upgrades are now rare.
- Mind Visions: damage based on sight reduced to x1 (from 1.5),(yellow) cost reduced to 2, damage based on sight is x3 but added dispel sight to make it a true detonator.
- Pain suppresion: icreased cost, numbers tweaked and added mitigation.
- Ray of Hope: added dispel insane in all versions.
- Renew: +1 regeneration to all version. (blue) added overcharge mechanic and vanish.
- Sacred Ceremony & Heavenly Blessing: Increased cost by 1, and increased healing.
- Sanctuary: (Blue & Yellow) reduced bless/vitality by 1.
- Shadow mend: upgrades are now uncommon, (Yellow) added dispel sanctify and increased heal, (blue) apply 1 dark (from 2).
- Terrorize: increased damage.
- Yin yang bolt: increased damage.

- Acrobatic Strike: Added gain block and "Defense" tag.
- Ballad of conquest: (yellow & blue) reduced bless by 1.
- Corrupted blade: increased damage and poison changes.
- Energizing Serenade: added direct healing in all versions. (Yellow) changed to cost 4(from 2) + all stats increased.
- Far shot: increased damage, added bleed and increased mark charges.
- Feint: reduced cost to 0 and added discard 1.
- Find Weakness: +1 sight.
- Healing Serenade: reduced heal by 3-5 hp.
- Ice shot & Burning shot: reworked to have an interaction with sharp.
- Last Requiem: Removed ignore block, now deals additional damage based on insane charges.
- Ode of War: added 2 regeneration.
- Parry: increased fortify.
- Rapid fire: base card is now random(instead of front) + increased damage by 1.
- Ricochet: (blue & purple) added bleed.
- Sarcastic Sonet: increased damage.
- Shrapnel Shot: improved to do more bleed or crack.
- Stoneskin: +1 reinforce.
- Sweet Melody: reduced heal by 2-4 hp, added 2-3 regeneration.
- Vitalizing Serenade: (blue) added 1 regeneration (yellow) cost 3, vitality is now 3(from 2) and added 3 regeneration with vanish.

- Guard: (blue) added reinforce.
- Colossal blow: added gain powerful in all versions.
- Demolishing blow: increased damage and added gain vitality.
- Entrench: made upgrades purple,(blue) added reinforce.
- Exploit Openings: base card is now rare (from uncommon).
- Leap Slam: increased damage a bit and added +1 crack.
- Mortal Strike: increased damage, +1 decay, added 1 vulnerable to yellow & corrupted.
- Push forward: changed to epic, now always gives fast and block to all heroes.
- Shield Wall: added mitigate to all versions, increased block and fortify in the upgrades,(yellow) increased cost to 6(from 5) and increased stats.
- Shield Throw: increased damage to 0.6(from 0.5).
- Skull splitter: added mark and removed slow from the upgrades.

Monster changes

The Twins:
- Reduced their speed by 1 in all versions. Dusk won't use Shield Slam until round 2, to make one-shots to the frontline in the first round to be much less frequent.

Archon Nhir:
- Martyrdom: the curse "Doom" is now the first curse added and "Sanctify" curse has been removed to make the purpose of the card clearer. The (yellow) versions of Marthyrdom have "slow" increased to 3 (from 2).

Ignidoh:
- Ignidoh is a little bigger and looks fiercer.
- Ash Storm: (normal & madness) ash is placed in the discard pile instead of the draw pile. Ash Storm (despair) will add the ash to your draw pile.
- Ash Storm: (madness) reduced the ash cards added to 2 (from 3).
- Ash: reduced the burn to 4(from 6) in blue the version and to 5(from 7) in the yellow version.
- Heat assimilation: now stops after turn 5-6 (depending of the game mode/dificulty).
- Ignidoh got new enchants and the Despair version is now active.

Elder Dryad:
- Reduced the regeneration of "Lifebloom" in madness / Obelisk challenge. Affects all dryads
- The dryad summoned by the elder dryad has weaker versions of tranquility and lifebloom (this afects the Despair version and Obelisk 10 version).

Graham (champion): in despair, shadowbind will be cast at round 2 instead of random.

Ylmer(Depair): Wild roots will trigger on the hero that activated it, intead of random hero, to give players more control about who gets shackle.

Item changes
- New item: Amulet of Speed, Epic version of lapis necklace.
- New item: Vile Ring, for every dark charge you apply, apply 1 poison.
- Ignidoh's Core: changed the +1 burn charges for +10% fire resist. Heat assimilation card changed to only dispel burn fron heroes and heal x2(from x1) the burn.
- Bloodguard: no longuer make you gain fury, now it applies bleed when damaged.
- Lightbringer: added bless +1.
- Fixed a few missing tooltips on some items.


Other Changes & QoL
- Removed the -6 damage taken from critical failing to rest in the boss event rolls (Ylmer/Tulah/Ignidoh/Hydras).
- Changed the order of the hydras to be Reinforce, Insulate, Courage and added a small description to help to discern the buffs.
- Restricted power(Corruptor): Increased the cap of Bless, Mark, Regeneration, Sanctify, Sharp, Stealth, Vitality and Wet to 50 (from 40).
- New card pack for scouts in obelisk mode: Plague
- Switched a few cards in other card packs.

- The reroll cost reduction bonus in Town Upgrades has been increased to 50%.
- The price of doing a shop reroll in multiplayer is now based on the number of characters you control and what town/act you are in.
- On madness 4 and onwards, re-rolls on shop are capped at 1 per player/town.

- Now you can exit the game while in combat! the game will be saved at the start of the fight.

- As a reminder, in previous hotfixes, we added an avaible button to the crafting window that only shows you the cards you can afford to buy.
- Also we added clarity on the map adding a bit of information beneath the pop-ups

High Madness levels
- Removed the -1 -2 Hero speed penalty from all madness levels.

We know that all these changes can affect balance and meta decks of high madness levels. We especially we know that madness 16 is a beast in itself.

Right now we are focused on creating the ice biome and reworking the perks.

That's why we prefer to wait for the new perks system and see how it affects the game balance, before we start making more balance changes to the madness levels. So, we ask you to be a bit patient if there are some bosses (like Ylmer) that are a bit cumbersome depending on what combination of heroes you bring.


Bug Fixes
- Fixed some enchantments (f.e. Vaccine) that were not being activated by secondary damages (f.e. 7 blunt + X blunt).
- Fixed a problem with "repeat" cards that were delaying the activation of some enchantments until the end of the cast (f.e. Moon Guard).
- Fixed some interactions between the item "Mana Loop" and some enchantments that were not giving back energy (f.e. Spell Echo).
- Fixed the activation of items and enchantments based on "damage taken" for characters affected by "damage side".
- Fixed the "Elemental Weaver" trait being activated more times than expected.
- Fixed a game stuck problem when one of your characters was killed while drawing an Injury card (during the draw phase) and resurrected with a Scroll of Resurrect item.


Next, we will like to implement a deck sharing system with a code and also start working with the controller support.

That's all for now. Remember to leave a review on steam, if you like the game, it helps us a lot.

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