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Across the Obelisk News

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!

Hotfix v.0.6.61

Hey everybody! This is a quick hotfix to solve a couple of problems.

Furthermore, after detecting a bug with gold and shards in different game modes and in multiplayer, we have analysed and fixed the problem, and we have decided to:

Unified the initial gold and shards to 75 gold/shards in all modes.
* This means that in a normal single player game you will start with 300g/s (instead of 250) and that in multiplayer each player will receive 75g/s. In the previous patch we made it possible to transfer gold and shards between players so the extra bonus in multiplayer was no longer necessary.

* We have also removed the small initial gold/shard bonus we gave in mandness 1 and 2 (500 g/s instead of 250 g/s in single player), we had been carrying this bonus since we made the first version of NG+ and when the characters had no gold and shards perks (also now you can exchange supplies to generate more initial gold/shards), so this bonus was obsolete and made the initial gold/shards confusing depending on the game mode. Now you will get 300g/s like in normal mode.

* In madness 3 and onwards you will get the corresponding initial gold and shard depending on the madness lvl, just as before.

As usual, thank you so much for your help, reports and suggestions!

Patch v.0.6.6 [Pet patch]

Hey everybody!! This is a small patch that comes with a feature that's been requested for a long time, the "Pet slot". This means that pets will no longer share the "Accesory" slot, from now on they will have their own slot. Furthermore a lot of small fixes have been applied here and there.

*Added a separate pet slot, so that pets don't compete with the accessories.
*Added 1 new pet and 2 new pet related events.
* Items with bonus to gold and dust retention will not be available on Madness +2 difficulty.
* Made some improvements adapting the game for high resolution screens.

As usual, thank you so much for your help, reports and suggestions!

Hotfix v.0.6.54

Hey there, quick hotfix to solve some problems (specially the first one)!

* Fixed a bug with the Endless Bag item triggering its effect before a character turn, when one card was casted because of an item activation (f.e. Lava Crystal)
* Fixed a bug that let players buy pets without spending gold for it.
* Divination and reward cards descriptions will now be modified with the character perks.

Hotfix v.0.6.53

Hey everybody!! Thanks to your feedback, here is a hotfix with some fixes to the game, quality of life additions and some minor changes.

We have delayed this hotfix because we've been working hard on the Obelisk Challenge. The improvements are there and is advancing really good, we will be able to show you some things regarding this new game mode in the following weeks.

As usual, thank you so much for your help and suggestions!

Quality of Life

* When you enter a map node that discountes the price of an upgrade/transform or card remove, the system will now show the old price. It was hard for new player to understand the value of some upgrades when the discounts were 100%, now you will be able to decide with that factor in mind.
* In the load slot for coop games, you will be able to know which player was controlling each character (this will work with games saved after this patch).
* When you load a coop game, the character slots will be preassigned to the same players that were playing the loaded game (this will work with games saved after this patch).
* Repositioned the Exit button in the Craft screens so it doesn't interfere with the Chat window, in coop games.
* To avoid mistakes using the town services (craft, remove...) with multiple characters of the same class, the last used character will be active when opening a new town building (f.e if you were crafting cards in the Magic Forge with Andrin, when you close the window and open the Church to remove cards, Andrin will be the first selected character).
* Improved the card search functionality to give more precised results. Furthermore, the problem with case sensitive searches has been solved.

Bugs

* Fixed a bug in attacks with double damage type against targets with Evasion. Now, one Evasion charge will make the character evade both damage types instead of just the first one.
* Regarding some coop crashes, we've modified the order activation of some items while keeping their effects (Dryad mask I'm looking at you!)

Changes

* Preparing the game for the upcoming "Pet slot" (a new slot that will let you be able to equip pets instead of sharing the accesory slot) pets now have a fixed cost regarding their rarity. This price doesn't increase anymore, instead it will always be the same.
* A +100% bonus has been added to end-game chest rewards for madness levels 1 and 2 (from madness difficulty level 3 onwards players can't claim nor gain treasure chests).
* In the madness levels, the "Restricted Power" corruptor has been added, which adds a cap to various auras and curses, and has been removed from the base madness difficulties. (In order not to create a new madness level we have moved the corruptor that gave you 2 "Death's Door" when a hero died to base difficulty, starting from difficulty 7).
*Nerfed the monster card Amnesia, reduced the damage a bit and added vanish (we'll see if this change is enough for now).
* Bulk Healing, reduced the cost to 2 (from 3).
* Dilute, base value reduced to x0.5 (from 1) of your poison/bleed, the yellow version (poison) is x1 as before.