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Across the Obelisk News

Community update: Next patch

Hello everyone, we wanted to give you a little update about the upcoming patch.

The Obelisk patch (v.0.7) will be released on Monday the 11th, along with a 20% discount on the game.

Here is a small preview of what the patch will include:

- Obelisk Challenge, a new game mode with random maps and paths, where the combats are also random and where at the start of the game all heroes will have to draft cards. This game mode will be unlocked when you have a character at rank 5, will have 10 madness levels and is fully playable in multiplayer.

- Weekly Challenge, this game mode is like Obelisk, with the difference that the map, heroes and special bonuses are fixed for each week, so all players can compete every week on equal terms. Keep in mind that this is the first implementation of the Obelisk and Weekly challenges, with time we will be adding more events and enemies to these modes. We are also thinking that in the future the Weekly challenge will have "special modifiers" that will make each week different and we will also add "weekly objectives" that, if the players complete them, they will be able to get extra things (f.e. cosmetics).

- Enchantments, are a new type of cards that heroes get when leveling up. They replace the lvl 2 and lvl 4 talents, so when leveling up a hero can choose between 2 of them (each hero has access to 4 enchantments). The enchantments are specific to each hero and do special things that normal crafting cards don't do, we think the enchantments are a good way to give more personality to each hero and replace the old talents that were a bit bland.

- Improvements in the Tome of Knowledge, now in the Tome you will be able to see the scoreboars of all game modes and compare yours with the community or with your friends' scores. Also you will find detailed log of your last games, where you can see a lot of information about how the game went.


- A little surprise that will be officially unveiled on the day of the patch.

- In addition to many other bug fixes, improvements and enhancements to the game, such as: in combat you can see your vanish pile, you can see the cards/items/stats in the stores or when you receive loot, many improvements in the ui and in the tooltips.

Overall, it's a great patch! We are very happy with all the new features it brings and all the improvements to the game.

That's all, see you on Monday!

Patch v.0.6.8

Hey everybody!

Here is a patch with some fixes that have been reported by the community, some changes regarding coop stability and a small graphical improvement of the 4 base heroes.

We hope this is the last patch before the big one,"Obelisk challenge".

Fixes
* Fixed a graphical glitch with some elements remaining on the screen when the game screen size was different than the screen resolution.
* Fixed a bug with the "Detox Poition" item that wasn't working as expected.
* Fixed a problem calculating damage when the damage bonus from auras (f.e. "Fury") exceeded some values, giving incorrect amounts of damage.
* Fixed a bug with "Purge" cards. If you were trying to purge an effect on a character that previously prevented a curse with the "Blur" aura, the purge tried to remove the "Blur" even if it was consumed previously.
* Fixed a bug with cards that applyed more "Dark" charges than those needed to explode (f.e. "Dark Future"). Previously the "Dark" curse only exploded once and the exceeded charges remained on the target. Now, the "Dark" curse will keep exploding if there are enough charges for it to happen.
* Fixed a bug when looking at other heroes cards. Previously, when you casted a card that let you look at the cards of a hero (f.e. Trace), the energy values were modified based on your own auras/curses instead of the target ones. Now it will show the right values.
* Fixed a bug in the Armory/Shop window that prevented to apply the character perk bonuses to the items available, when changing the active heroe. Remember that, in a shop, the items stats will be modified to display the final benefits that the active heroe will have when buying the item.

Coop stability
* We have applyed a few changes to the synchronicity process in order to reduce some problems when boons and injuries are automatically casted, during coop games. If you find similar problems, please contact us with a detailed description so we can try to reproduce and fix the problem.

Mechanic change
* Cards with "Random target" (Icicle, Carnage, etc...) will be able to target stealthed characters. Previously, only visible characters were able to be targeted, even if the target was selected randomly. This will help against monsters that decide to stealth in the end of a round. Stealthed characters will continue to be hidden against direct attacks (non targeteable).

Character models
* Improved the graphic models for the initial characters. This are the first steps to improve the graphical quality of the game that we will be doing during the next patches.

As usual, thank you for your support, feedback and understanding!

Edit: We've just uploaded the hotfix v.0.6.81 to fix the audio effects problem that some users are suffering

Hotfix v.0.6.71

Hey everybody!

We are still working on the Obelisk Challenge patch, that we are expecting to upload late September, but we wanted to upload a quick hotfix to address some of the issues that have been reported.

* Fixed a problem with the achievement system that prevented the damage achievements (Giant, Colossus and Behemoth) to fire when the damage was done with a secondary damage type.
* Fixed a bug that granted different set of immunities to named mobs when the combat was reloaded or synchronized.
*Fixed a visual bug in the description of some items (YinYang Badge, Madness Ring, Virulent Ring...) when the effect "For every X charges, apply Y charges" was showing more charges than intended.
* Thuls special card "Cull the weak" from the naga event has been fixed, and now it will hit the enemy correctly.

* Changed the Starfall spell to "Jump" instead of full random, so it doesn't hit the same character twice in a row.
* In Madness levels, we have reduced the monster damage taken (innate mitigation) by half. This way, low damage cards and pets will be more effective at high madness levels. To balance this change the monster life has been increased by 15-20% in the last levels.
* Cornelius "Firestarter" talent has been changed and now also applies 1 burn to a random enemy when it triggers.

* When searching cards with the term "card", it will only show cards that interact with other cards in any way (shuffle, discover, draw, etc...).

* Many effects have been added, to items, talents and corruptions, making it easier to see when they occur.

As usual, thank you for your support, feedback and understanding!

Patch v.0.6.7

Hello everyone, these are the patch notes for patch 0.6.7.

First of all, we would like to say that some of the changes and improvements of this patch were not planned to be released before the big Obelisk Challenge patch (v0.7), but due to a couple of bugs in the live version (especially the one with the missing texts that affects, overall, Mac M1 users) we think we should upload a patch to address those issues, and while we're at it, put all the improvements we have already done for the game.


Improvements
* Reduced loading times when changing scenes (in/out of combat or to card rewards).
* Increased the overall speed of combat effects (especially cards that repeat the action of the card itself) and gameplay sequence.
* Increased the overall combat speed in multiplayer games.
* Added a new option "VSync" to the settings menu. This is EXPERIMENTAL. We have included it to solve some tearing issues that players have reported. Please, if you use this option, don't forget to give us some feedback about it.
* The game window can now be resized by dragging the window while in windowed mode.
* Items that apply auras or curses, will now show the final quantity value modified by the character perks (when the item is equipped).
* Cards that let you choose a card with reduced cost, will show the energy color in white when the cost of that card is already 0 (it was previously green in all situations).
* Cards with the "Discover" effect will now always bring you different cards to choose (the base card can still be the same).
* The corruption reward that increases the quality of the card rewards will also give you an additional card to choose (for a total of 4 cards).
* Increase the number of cards shown for advanced and premium town divinations to 4 cards.


Balance
* As many of you have suggested before, some of the level 3 talents were too powerful and the increase of a hero's power when reaching level 3 was too steep. e have been thinking along the same lines for a while now, so we decided to tinker a bit with the lvl 3 talents related to energy.

Talents that used to reduce the cost of a card type now only reduce the cost for cards in your hand of that type at the start of the turn, rather than the entire deck. Also, talents that used to return energy when using a card type now have a limit of 3 times per turn, and many of them now give an extra buff to make them more interesting, like bless in Healing surge or regeneration in Healing brew.

* Bless: from now on the bless will increase the healing received instead of the healing done, so that the bless is used more cooperatively and on several characters instead of just stacketed on one of them.

Also thanks to this change bless will now affect the heal done by regeneration, sanctify or Malukah and Ottis talents.

* Cards: Many cards have been tweaked, usually small buffs and changes to some versions of cards to make the 2 upgrades a bit more different from each other. In addition to this there have been other small tweaks to cards that were a little too strong and some cards that the community has been suggesting have been improved a little bit.


It is important to note that some of these balance changes were intended to be made in conjunction with the next patch, and the introduction of a new card type called "enchantment". In a few weeks we will be making another community update explaining this card type and other changes/improvements for the Obelisk challenge patch.


Fixes
*Fixed bug of some in-game texts not appearing and not being readable for multiple players.
* Fixed a bug that prevented to remove an assigned perk, by clicking it, when the character have no available points to spend on perks.
* Fixed a bug that randomized a couple of combats from events, that should be scripted, when the "Random combats" corruptor was active.
* In the main menu, the names of the players will not be shown anymore in the wrong slots when changing from multiplayer to singleplayer games.
* Fixed a bug with secondary damage types not firing "damage/damaged" events when the first damage type was blocked.


Thanks for your support, feedback and understanding.

Community Update: Obelisk Challenge

Hello everyone, we hope you are having a great summer, here is an update on how the Obelisk Challenge is progressing.

The Obelisk Challenge is a new game mode that we will be introducing in the next big patch. The main features of this mode are:

- Maps are randomised
- The fights are random and the events are also randomly placed. All events in this mode are new and made specifically for this mode.
- The duration of the game is about one hour.
- It does not take into account the ranks and perks of the heroes, but even so at the end of the run it gives you points to continue progressing ranks with your heroes.
- At the start of the game there is a card draft for each hero and there are no "towns" on the map.
- It is fully playable in co-op.

The Draft
At the start of the game you will choose which of your unlocked heroes you want to play with, and then the draft will start, which consists of 3 parts.

- Each hero starts with 5 basic cards, specific for the character, already assigned. Then each hero has to choose 1 pack from 3 possible packs. Each pack contains 3 cards (these cards have a chance to appear upgraded, even corrupted) and if you don't like those packs you can reroll the packs. This is repeated in 3 rounds and each time you have a reroll available, also the packs can be repeated between different rounds.

- In the fourth round, you can choose a rare card from 3 available cards, these cards are based on the 3 packs you have previously chosen, making a 15 card total deck for each character.

- Finally, you can choose 4 perks to be able to adapt your character a little bit to the cards you have chosen in that draft.



As you can see in the draft there is a lot of information to make it easier to choose your cards or perks.

Each hero is independent and you can make your choices in different order, so you don't have to complete the draft of one hero to be able to continue with another or, for example, in multiplayer you can see how the other players choose their packs and comment on the play.

At the end of the draft there is a random choice of items, so each hero can choose to start with an item or some extra money.

The map
The maps are chosen randomly and all fights or events are also random. Talking about events, we are doing a lot of new events focused on this game mode. This events can be "direct" events with an instant resolution or "chained" events that will take place in both maps (lower and upper). Also we are working on some new type of rewards. Besides the usual gold and dust, some can modify your stats (+1 speed), increase your aura or curse potential (similar to the character perks), swap your equipment or gain access to new type of "crafting" windows... (anyone looking for rare cards craft?)



Each game of Obelisk Challenge consists of 2 maps.

Weekly Challenge
With the addition of the Obelisk challenge to the game, we will introduce the Weekly Challenge, this will be a game with a fixed seed, fixed heroes (that you can play even if you don't have them unlocked) and a small set of rules.

The weekly challenge will have its own scoreboard, both individual and cooperative, and players will be able to compete for a whole week to see who can do better, discover the best combo in the draft and find the optimal path. Eventually, we'd like to include small rewards (for bragging rights) for those who complete the weekly challenge.


That's all for now, the next content patch will be big and we have more things in the pipeline (and some surprises), but it's still summer and we won't be in full swing until September.

For Mac M1 users who have a problem with the texts in game. We are working on it and we think we have the problem solved but right now it is impossible to upload a fix. If you want you can enter in our discord and we have a Dev branch ready.

Thanks for your support, feedback and understanding, have a great summer!