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Across the Obelisk News

Hotfix v.0.5.94

Hey again! We want to upload a new patch that addresses some bugs that we've encountered, the mainly one: the desync problem on coop games while looting items.

Also, at the end of a coop game, you will get experience for all the characters active in that game EVEN if those characters have been used other players (if you have the character unlocked, of course). This will not punish your character progression in cooperative games against singleplayer.

Coop loot Hotfix

Hi there! This is a patch to fix the loot problems in coop. This also deals with "on combat start" items in both single and coop modes.

Balance patch and multiplayer improvements (v.0.5.91)

New patch to improve the early game experience and implement some feedback and good ideas we are receiving through player feedback (keep them coming!).

IMPORTANT note about Coop: from this patch coop games must be played with the same game versions. Remember to tell your friends to upgrade their games to this patch if you are trying to play in coop.

Balance:
- Reduced the experience needed to reach level 2, this will let your heroes be more prepared to fight against Ylmer.
- From now on when you discover new cards after a fight, they will unlock directly without having to take cards you don't want for the active run. (Unlocking items will work the same but in the next patch).
- All injuries in normal mode have "vanish", from now on they won't cycle during a fight, so it penalizes a little less to failing in some events. In an upcoming revision of the NG+ mode, injuries will have their own upgraded version withou vanish. -- Remember that you can remove injuries at the green cross icon of the maps or also picking the corruption reward that lets you remove cards from the deck, and at the church in towns--
- Small tweaks to some of the Act 1 monsters to make them less hard, special mention to the Cutthroats / Trunkys / Dryads (the Starfall in particular will have one less repeat in each of its versions).

With these three changes we hope to improve the experience of the starting player a bit, Acts 2 and 3 remain intact for now and remember that Act 4 is still to come.

Bug fixes & Tweaks:

We have changed the way the game volume control works, now it works by % as it should be, but it is very possible that when you start the game with the new patch you will have everything to 0.

- Tweaked the "Scryer Staff" item a bit as it caused an infinite loop with another item that killed all enemies in 1 cast, surprisingly the game didn't crash :D
- We think we've fixed the bug that leaves monsters at 0 health, doesn't kill them and doesn't let you continue.

- Fixed a bug with saved corruptions in MP.
- Stability in Multiplayer, with this patch should improve stability and desync bugs, still not 100% reliable but it's a significant improvement.

- You can now select screen resolutions higher than 2560x1440

As always remember that if something goes wrong, it's best to force close the game for now and you will have the savegame to continue.

That's all for now, thanks for your support and understanding.

Community announcement

Hello everyone, we are reading all the feedback you are giving us and we wanted to inform you in a more global way of what we are planning to do about it.

First of all, both of us (developers) are very happy with how the Early Access launch went, as we are trying to do something very difficult and complex as a multiplayer coop game in a deckbuilder with many possible combinations of cards and items.

First balance patch
We have read all the comments on the forum and discord, and we are going to lower the difficulty of the first games and Act1 in general, this patch will come in a few days but it will be more or less like this:

- Most of the injury cards will have vanish (in ng+ they will be like now or worse).
- To make it easier to unlock cards and not force you to take cards you don't want, ALL cards that are shown at the end of the fight will be unlocked, same as in the divinations. All items will be also unlocked.
- We will lower the damage of some enemies, such as cutthroats or dryads, and some other tweaks in the others, in principle the bosses will remain as they are.

Bugs & Known issues
The temporary solution for most of them, is to force close the game (alt+f4) and when you come back either in single or multiplayer, you will have the savegame to continue from where you were.

- On rare occasions the enemy's life will stay at 0 hp, the enemy will not die and the game will not continue.
- When you surrender in some fights, it gives them as valid and lets you continue.
- In mp, after doing a conflict resolution it doesn't advance to the event reply or to the map node it should.
- In mp, sometimes when you choose a combat it doesn't start and the combat screen remains black.
- In mp, there is a desync problem when playing some cards or sometimes when passing the turn, which makes it impossible to continue the game. (This is our top priority right now).

Our intention is to improve the game as much as possible during this Early Access so if you have suggestions or want to collaborate, do not hesitate to enter our discord or write to us in the forum.

Thank you all for your support and understanding, and remember this is just the beginning!

0.5.9 fast patch

Hello again! We are deploying this patch to resolve some desyncs in coop games (more stability).

Remember that in a coop game everybody must have the same version (with this new patch you can check your version on the main screen, below the logo) or it will fail. We are working on a system to lock coop games if players doesnt have the same version but upload this patch is prioritary right now =)