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Balance Hotfix


[h2]Balance[/h2]

    [h4]Deredian[/h4]
    • Deredian Shatter: This skill now shatters and destroy 50% of current physical armor after use.
    • Deredian Shadowplate: Physical and magical armor gained increased to 15 from 10. Constitution no longer affects this skill.

      [h4]Perks[/h4]

        We are changing every perk's stats. Perks are scaling the player way more than how enemies are scaling, it is one of the reasons why at the end of act1 players feel way stronger than the enemies, espacially in standart mode where players can obtain power from multiple other sources.

      • Warfare 4 stre > 2 stre
      • Genius 4 int > 2 int
      • Scoundrel 4 finesse > 2 finesse
      • Undying 6 stamina > 3 stamina
      • Toughness 3 constitution > 2 constitution
      • Warrior 2 stre 2 stam > 1 stre 1 stam
      • Berserker 2 stre 1% multicast %1 crit > 1 stre 1% multicast %1 crit
      • Thief 1 finesse 4 cunning > 5 cunning
      • Eagle 1 finesse 3% crit chance > 1 finesse 2% crit chance
      • Acrobat 1 finesse 1 stamina 3% dodge > 1 finesse 3% dodge
      • Dark 1 finesse 1 const. 0.5% multicast > 1 finesse 1% multicast
      • Blood Mage 2 int 1 const. 1 lifesteal > 1 int 3 lifesteal
      • Archmage 2 int %2 multicast > 1 int 2% multicast
      • Tank 2 stam 3.5% Damage Reduction > 2 stam 1% Damage Reduction
      • Razerback 5 thorns > 6 thorns
      • Leecher 2 lifesteal 2 stam > 4 lifesteal 1 stam
      • Sharpfangs 1 lifesteal 3% crit > 3 lifesteal 2% crit
      • Lucky 6% crit > 4% crit
      • All Rounder 1 stre 1 stam 1 finesse 1 int > 1 stre 1 finesse 1 int
      • Perception 5% Damage Reduction 5% Dodge > 1% Damage Reduction 3% Dodge
      • FaF 3 Movespeed > 3 Movespeed 2% Dodge
      • Bearskin 1 const. 1 block every 5 turns > 1 block every 5 turns



Clan Deredian


[h4]New Playable Vampire Lord: Deredian[/h4]


    Here are the new talents for Clan Deredian

  • Battle-Hardened - Level 3: Start every combat with 20 physical armor
  • Ancient Armor - Level 6: Start every combat with 20 magical armor
  • Retribution of the Fallen - Level 9: Every time you lose a minion in castle, gain 1 fortified
  • Progenitor's Blessing - Level 12: Every time Lord skill is played gain 1 power rest of combat
  • Boon of our Sire - Level 15: Every time Lord skill is played gain 2 AP
  • Progenitor's Vengeance - Level 18: Every time Lord lose HP gain 5 strength permanently
  • Ironclad Loyalty - Level 21: If Lord has more than 200 physical armor at the end of a turn, gain 1 strength permanently
  • Bloodthirsty Protector - Level 24: If Lord has no block at the end of turn, gain 5 power rest of combat



[h4]Level Cap raised to 24[/h4]

    Here are level 24 talent capstones for each clan:

  • Pahlen 24: Drenched Coins - For each 1000 gold at the end of every night, gain 2 power permanently
  • Vorodys 24: Predatory Heritage - Start each combat with extra 5 strength and 5 intelligence, this effect stacks per each combat in an invasion.(infinity mode gain +1 stre +1 int perma end of every night)
  • Tyranasz 24: Bloodweave Mastery - Gain strength equal to current lifesteal end of every turn for the rest of combat.
  • Sandreanni 24: Absolute Dominion - First time Lord skill is used in combat, the target instantly dies.
  • Montoku 24: Family Oath - Perks being rare and epic chance increased by 10% and 5% respectively
  • Basarab 24: Voices from Below - Every time Nether Blast is used, it increases its base damage by 20% for the rest of that run.



[h4]UI[/h4]

    We are working on a big patch where we will rework the entire UI of the game. More news on this in future updates!



[h4]New Heritage[/h4]

    We added a new heritage: Veterancy: Experience gain increased by 25%/35%



[h4]Balance[/h4]

    We worked on enemy balance and their skill patterns. The goal here is to make enemies more fun to fight, and have a more meaningful variety of challenges they bring while also changing up some of their passives to make it more clear what their purpose is.

    Here are the changes:

    Act I
    Rogue -> Now has 60% dodge every turn. Every time vampire lord plays a skill, reduce this chance by 5%
    Rogue -> New passive: Gain 2 strength every time rogue dodges. (old passives removed)
    Rogue -> No longer casts evasion buff, attack pattern altered
    Ranger -> twin arrow -> 5x3 to 8x2 damage
    Ranger -> volley -> now applies 2 daze
    Ranger -> focus fire -> Instead of putting a debuff now deals 30 physical damage
    Ranger -> band aid has been removed
    VPriest -> priest attack now applies Burn instead of Daze
    VPriest -> holy nova no longer heals -> deal 20 magical damage aoe and apply 2 burn
    VFootman -> rally skill removed
    VFootman -> No longer spawns squires
    VFootman -> ulti skill changed-> attack equal to current physical armor
    VFootman -> now starts with 10 plated armor
    VFootman -> armor up changed, now gains plated armor equal to current strength
    VFootman -> skill patterns changed

    -Act II
    VPaladin -> ulti -> morale gained changed from 35 to 50
    VPaladin -> new passive ->all skills now deal double damage if morale is higher than 100
    Golem B -> power up 1 -> now gives 10 power -> power up 2 now gives 20 power
    Golem B -> char attack pattern changed
    Golem C -> is now stunnable. if stunned gain 1 vulnerable
    Golem C -> Every 30th attack in combat stuns the golem. This stack resets after a stun is applied
    Golem C -> Self Repair -> now starts working at 40% to heal 5% HP every turn
    Golem C -> Upgrade 5 fortified changed to gain 5 power


    Pylon HP no longer scales with radiances. They have set 6HP.



Patch v0.5.1.0421

Hello everyone! Our next patch is out.


[h4]Castle Bonuses[/h4]
  • We are adding a castle bonus to each castle, this bonus is unlocked if all upgrades of that castle are obtained through heritage. These bonuses apply to every castle.
    Here are the bonuses:

  • Castle Nazmyr: Visitor chance is increased by 5 % when all of Castle Nazmyr unlocked(this buff effects all castles)

  • Castle Vellar: Heal equal to current coffin HP at the start of every night when all of Castle Vellar unlocked(this buff effects all castles)

  • Castle Loudau: Gain 5 max HP whenever you add a new room to castle when all of Castle Loudau unlocked(this buff effects all castles)



[h4]Radiances[/h4]
  • We are making a change in how to unlock radiance levels. We received feedback that unlocking radiances one by one for each lord felt grindy, and there are instances where your account gets stronger via heritages, so a lord you haven't played before is stronger and you want to quickly jump to radiance 8 with it.

  • From now on, once the player defeats radiance 0 (base difficulty) on a lord, they will be able to access any radiance level they want.

  • Elite enemies now also show up in radiance 5 6 7 8 with a chance of %5/10/15/20 respectively


[h4]Mastery[/h4]
  • We increased the max skill slot available in game by 1.
  • The auto-skill slot increase the game provides is now limited to 6 (including 2 starting skills); anything further has to be gained through the mastery perk.


[h4]Infinity Mode[/h4]
  • Every enemy now gains 1 power each night; this buff stacks for each night. Dev note: Enemies HP and attack in infinity mode were not on the scale we wanted them to be; an enemy having a million HP but hitting for 20 damage was just not challenging enough. With the addition of 1 skill slot, we want players to think a bit more on their defensive side during infinity runs.




[h4]Balance[/h4]
  • Necrolord stack heals has been reduced from 3/6 to 0.5/1
  • Bone armor "Sundered Marrow" heritage multicast chance reduced from 3% to 1%
  • Quadlumiel Massacre: Damage reduced from 50 to 40, hits 2 times instead of 1. Applies 3 daze per hit.
  • Quadlumiel Rapid Strike: base damage increased from 3 to 5.
  • "Blow": Increase damage by 5 for each 10 blood accumulated this combat. now requires 20 blood accumulated.




[h4]Bug fixes[/h4]
  • Lineage choices will now appear correctly after player starts a new game without closing the game first.
  • Lineage choices will now appear correctly after forfeiting and starting a new game
  • Thorns gained from "Razorback" skill will no longer overwrite previous thorns stacks.
  • Villagers heals now also gets effected by intelligence.
  • Radiance 9-12 achievements will now be correctly obtained


[h4]Improvements[/h4]
  • Dodge chance cap is now writen in character panel tooltip.
  • typo: inquisitor malevolence -> the correct text should be "If Vampire Lord does not cast", instead of "casts"-fixed
  • typo: treasure room desc -> the word "decor" is with an ACCENT on the e, which is not correct- fixed
  • typo: on the Grand Herald's attack, on its tooltip, the text "damagetwice" is linked together, it should be a space in between-fixed
  • typo: en garde status desc -> the word should be ""received", not "recieved"-fixed
  • Support Golem intent no longer shows the wrong number of attack




Major Patch

Hello everyone! Our next major patch is out. This patch contains a lot of changes to balance, together with some additions that should spice up the gameplay


[h4]Lineage[/h4]
  • We are adding six options for each school that players can choose from at the start of every run (in standard and infinity mode). The goal of this choice is to emphasize and sharpen out the current builds and make every skill much more viable, hence increasing the number of different new possible builds.
  • This feature becomes available once the player has defeated Act I on any character or school.
  • The player is given three options, two of which are lineage choices, and the third is decline and play standard.
  • The option you selected will be displayed as a passive buff both outside and inside combat, along with a new icon.
  • There will be six different lineages for each school; here is a list of upcoming lineage choices:


      Blood:
    • Your AP regeneration per turn is reduced to three, but gain 1 immortal lineage and maximum blood is increased by 10 permanently at the end of every night
    • Everytime you deal critical damage, you gain 1 fortified and crystalize in combat, lose 20% of your max HP.
    • Start the combat with 20 crystallize, lose 30% dodge chance
    • Gain 2 intelligence end of every night, start the combat with -20 strength
    • Gain 2 strength end of every night, start the combat with -20 intelligence
    • Lose 50 blood start of every turn, gain 1 power for every AP used in combat

      Ferocity:
    • Start every combat with 50% of your max HP, gain 5 strength every turn in combat
    • Gain 5 fortified and 5 thorns but lose 2 strength every turn in combat.
    • Weak can not be dispelled
    • Gain 2 finesse at the end of every night, lose %30 of your max HP
    • Start each combat with 20 intelligence and 1 vulnerable
    • Your AP regeneration per turn is reduced to 3, gain 3 strength everytime an AP is used during combat

      Necromancy:
    • Decay is undispellable.
    • Necrolord no longer does aoe damage but gives 1 power to all minions per stack.
    • Immune to burn and frostbite, start with -1 max AP
    • Every minion is summoned with 1 HP remaining, gain 10 intelligence every turn in combat
    • Every minion is summoned with 1 block and 20 power, start the combat with -30 intelligence

[h4]New visitor events[/h4]
  • There will be 15 new visitor events. With these new events, we wanted to add sharper decisions that have greater rewards and consequences that can affect even the builds you make. Most new events also scale with the infinity mode, which should help players who don't want to choose visitors after a certain number of nights. A few examples:


    • Gain 1 stre and 1 int every night, lose 30% maxHP.
    • Merchant prices rise by 100%, but gain 5 power permanently.
    • Every night, you lose 10 maxHP but gain 15 int and 15 stre.
    • Double current strenght but lose 10% MaxHP.
    • Current HP becomes 1, but gain 10 power permanantly
    • Gain 10 MaxHP for every empty room in castle



[h4]Perks[/h4]
  • Perks will now have common, rare, and epic rarities.


[h4]New Radiances[/h4]
  • Radiance 9–12 is now available.
  • We have tuned Radiance 1-8 so that the difference in difficulty between the radiance feel more meaningfull.
  • Enemy HP scale per night changed from 1.07 to 1.10


[h4]Traps Rework[/h4]
  • We have worked on a traps overhaul; goal was to make them more viable.
  • Traps now work against bosses aswell, however only the traps in the room your lord is placed effect the boss.


[h4]Elite Enemies[/h4]
  • We decided to make elite versions of every normal hunter. This elite version can hit a higher number of times or even have completely new passives that add a new mechanic to them.
  • We noticed that, especially in higher difficulties, normal hunters feel like fodder no matter how much you increase their HP and attacks, so we believe this can add much more variety for later acts or for high radiances.
  • Elites appear from radiance 9-12. Radiance 9 having 25% chance to spawn a nomal hunter as elite, and each radiance after that increase that chance by another 25, which becomes 100% on Radiance 12.

    Here are passives elite units have
  • Elite Knight: Gives 20 strength to all allies on death.
  • Elite Priest: Heals all allies to max HP on death.
  • Elite Footman: Gain 1/2/3 blocks every turn.
  • Elite Mage: On death, silence two random vampire lord skills.
  • Elite Huntsman: This units attacks always deals critical damage
  • Elite Villager: If you kill it in the first turn gain 1 lifesteal, if not villager will gain 5 strength
  • Elite Spearman: Everytime this unit takes damage gains 2 strength
  • Elite Pikeman: Starts with 10 thorns


[h4]Balance[/h4]
  • Merchant prices in Castle 2 now costs double, and 2.5 in Castle 3
  • "Riposte" base damage increased from 6 to 9
  • Cavalary HP has been increased
  • Scarlet revenge trinket cooldown increased from 2 turns to 5
  • Heart of pestilence cooldown increased from 4 to 5 turns
  • Golem enemies attack patterns has been changed
  • Quadlumiel HP has been increased, she now gets 1 turn immunity everytime she changes phases. She only casts her ultimate ability after a certain HP treshold. Rapid strikes hit 2 additional times
  • "Blow" no longer resets its count after used and between turns.
  • "Mirror" skill has been changed to: deal damage equal to current crystalize x2, empowered x4
  • "Vampiric embrace" now gives 1 stre or 1 int for every 20 blood in blood pool.
  • "Blood Armor" now gives +3 crystalize when empowered
  • "Thirst" empowered now gives +3 damage per 10 blood
  • New "Rupture": if AP is at 0 deal 35 damage, has 20 blood cost. empowered 60 dmg
  • "Blood for blood": deal damage equal to current thorns x3, empowered x5
  • "Slam" now does 3 weak instead of 1
  • "Wake" no longer removes weak stacks on target
  • "consecutive pummeling" changed into: if target is 0 morale do x4 times damage
  • "rapid gash" hits 1 additional time
  • Pirate boss gamble skill now gives more strength
  • VIking boss eagle now applies 1 vulnerable, his wolfes HP has been increased and they give 1 vulnerable stack to boss on death
  • Squire HPs now also scale
  • Archon lord all attacks strike 1 additional time
  • Inquisitor HP has been increased, he casts exterminatus every 4 turns now
  • Pikeman call to arms now gives 5 fortified and 5 crystalize to all allies.



[h4]Seduction Rework[/h4]
  • The seduction tree has been reworked. The biggest change is that it can now increase the maximum usable trinket slot by 1.
  • Some levels now give crystalize stacks.
  • Able to seduce people has been moved to 18th level instead.(which makes it sooner than other reputation equivalents.)


[h4]Improvements[/h4]
  • new combat ui -> skill bar, trinket bar and end turn button
  • Tooltips improved, extra status effects explanations show up as a second tooltip box.
  • Enemy units now show their names if you hover them with mouse
  • Set all and Remove all buttons has been added for decors,traps and minions.
  • Added an icon under HP bar showing what lineage choice buff is on, This icon also shows if theres a permanant buff gained from a random visitor event
  • Combat ability log screen now has tooltips.
  • Every skill now has a button that shows what their empowered versions do
  • Buffs under units now has a priority order when they are shown.
  • Castle select button no longer shows if selected castle is not unlocked from heritage.
  • Added an icon when traps and minions hit Bosses
  • Status effects that cannot be dispeled now shows in tooltip that they are undispellable
  • You can now see your castle layout during merchant screen if you press "m" button


[h4]Bug fixes [/h4]
  • fixed an issue where empty room sizes UI would show up on nonempty room after save and load
  • Quadlumiel now gives her achievement even when she shows up in act2
  • Fixed an issue where enemies would still show up on the UI on the right even after they are terrified, seduced or bribed.
  • Combat ability log screen
  • Enemies beaten by bond links now properly die.
  • Trinkets and perks bought from merchant now proplery show on character panel
  • Bosses that have multiple phases now properly scale their HP in their second/ third forms in infinity mode.
  • The "1 free room" heritage trait is completely useless on the smallest map because it keeps giving me rooms larger than my largest room slot.- steam discussion -> this has been fixed. You now always get room that match castle room sizes.
  • Fixed an issue where movement speed is buged after succesfully seducing an enemy group
  • Berretal Meadlion now properly stuns.

Dev Diary 3

Hello everyone, We have been working on a major content patch, and we wanted to share some details about it with you.

The release date will be announced in the future!

[h4]Lineage[/h4]
  • We are adding six options for each school that players can choose from at the start of every run (in standard and infinity mode). The goal of this choice is to emphasize and sharpen out the current builds and make every skill much more viable, hence increasing the number of different new possible builds.
  • This feature becomes available once the player has defeated Act I on any character or school.
  • The player is given three options, two of which are lineage choices, and the third is decline and play standard.
  • The option you selected will be displayed as a passive buff both outside and inside combat, along with a new icon.
  • There will be six different lineages for each school; however, we wanted to show you two for each as an example:


      Blood:
    • Your AP regeneration per turn is reduced to three, but your maximum blood is permanently increased by ten at the end of the invasion.
    • Every time you crit, you gain 1 fortified and crystallize in combat. Start with -20% max HP.

      Ferocity:
    • Every battle begins with 50% of your MaxHP, but you gain 5 strength every turn in combat.
    • Gain 5 fortified and thorns but lose 2 strength per combat turn.

      Necromancy:
    • Decay is undispellable.
    • Necrolord no longer does aoe damage but gives 1 power to all minions per stack.

[h4]New visitor events[/h4]
  • There will be 15 new visitor events. With these new events, we wanted to add sharper decisions that have greater rewards and consequences that can affect even the builds you make. Most new events also scale with the infinity mode, which should help players who don't want to choose visitors after a certain number of nights. A few examples:


    • Gain 1 stre and 1 int every night, lose 30% maxHP.
    • Merchant prices rise by 100%, but gain 5 power permanently.
    • Every night, you lose 10 maxHP but gain 15 int and 15 stre.
    • Double current strenght but lose 10% MaxHP.


[h4]Perks[/h4]
  • Perks will now have common, rare, and epic rarities.

[h4]New Radiances[/h4]
  • We are adding radiance 9–12.


[h4]Traps Rework[/h4]
  • We are working on a traps overhaul; more information on this will be available later.


[h4]Balance[/h4]
  • We read every piece of feedback on the general balance of the game. Currently, our main focus is on the difficulty balance of enemy hunters and fixing the issues with some veterans being way more dangerous than some bosses and having deadlier mechanics. We are not only adding new radiances but also reworking the difficulty on every level as well. This includes tweaking the hit counts, HP, and mechanics of bosses. The goal is to keep radiance 0 somewhat constant but increase the incrementing feeling of difficulty faster as the radiances increase.

  • New enemy type: Elites. We decided to make elite versions of every normal hunter. This elite version can hit a higher number of times or even have completely new passives that add a new mechanic to them.
  • We noticed that, especially in higher difficulties, normal hunters feel like fodder no matter how much you increase their HP and attacks, so we believe this can add much more variety for later acts or for high radiances.

    Some examples of elite passives to come (these are subject to change and not certain yet):


    • Elite Knight: Gives immunity for 1 turn to all allies on death.
    • Elite Priest: Heals all allies to max HP on death.
    • Elite Footman: Gain 2 blocks every turn.
    • Elite Mage: On death, silence two random vampire lord skills.
    • Elite Huntsman: Each attack causes one wound stack.


[h4]Seduction Rework[/h4]
  • The seduction tree has been reworked. The biggest change is that it can now increase the maximum usable trinket slot by 1.


[h4]Bug fixes [/h4]
  • There will be many bug fixes, as usual.