Update 3: General Bug Fixing
This update is more of a general update aimed at fixing bugs that have cropped up in between the feature updates. We're delighted that so many of you are enjoying the game, have stuck with us so far, and hope to improve your experience further.
With players now able to start fully enjoying the core game loop and getting attached to their progression, we've taken the time to ensure that you can now start a NewGame+ during this Early Access period, allowing you to keep your limb collection progression as well as the hard-earned Vellum you've amassed.
We've also worked on fixing up the Upgrades system, some visual tweaks to better signal which monsters own which cards, and hopefully dealt with an illusive card selection bug, amongst other things.
We hope everyone is enjoying the game, and if you have any feedback or suggestions, be sure to visit us on our Discord, or leave a comment in the Steam Discussions!
- Multicell Games
Updates:
- NewGame+ retains limb unlocks and Vellum amount
- NewGame+ sets Vellum to 100 if previous save had less than that
- Monsters glow more brightly and have their shadows light up when their cards are moused over
- The Academy now always offers Cards based on a Monster's features correctly
- Card Rewards no longer offer Cards that don't match the Monster
- Upgrades system now consistently offers upgrades according to the Upgrade Pools
- Card Upgrades now stop when they hit their max Upgrade value (retroactive)
- 0 cost Cards are no longer offered cost reduction upgrades (retroactive)
- Multi-target Cards are no longer offered generic Apply upgrades (retroactive)
- Upgrades that add tags (Consume, Retain, etc) no longer cannibalize existing tags
- Gain Impetus Next Turn Upgrades added back in to the Upgrade Pools after their accidental removal
- Upgrades that add something now visually stack if taken again
- Bleed/Poison now happen slightly earlier, thus allowing Poison to be Blocked
- Card Descriptions now resize if they become too long due to upgrades
- Monsters parts persisting after death have been removed (again)
- Certain Cards were missing the ability to update their damage values contextually have been fixed
- Card's instantiated to the Hand mid-Combat now correctly sort themselves and apply card effects
- Curse renamed to Ailment
- Potential fix for Cards that utilize Choose Card From Selection and softlock
- Tentative fix for 0 Intent Bug
- No Pain, No Gain now offers its Upgrades
- Berserk's effect is no longer delayed by a turn
- Bloody's Bleed effect has been reduced
With players now able to start fully enjoying the core game loop and getting attached to their progression, we've taken the time to ensure that you can now start a NewGame+ during this Early Access period, allowing you to keep your limb collection progression as well as the hard-earned Vellum you've amassed.
We've also worked on fixing up the Upgrades system, some visual tweaks to better signal which monsters own which cards, and hopefully dealt with an illusive card selection bug, amongst other things.
We hope everyone is enjoying the game, and if you have any feedback or suggestions, be sure to visit us on our Discord, or leave a comment in the Steam Discussions!
- Multicell Games
Updates:
- NewGame+ retains limb unlocks and Vellum amount
- NewGame+ sets Vellum to 100 if previous save had less than that
- Monsters glow more brightly and have their shadows light up when their cards are moused over
- The Academy now always offers Cards based on a Monster's features correctly
- Card Rewards no longer offer Cards that don't match the Monster
- Upgrades system now consistently offers upgrades according to the Upgrade Pools
- Card Upgrades now stop when they hit their max Upgrade value (retroactive)
- 0 cost Cards are no longer offered cost reduction upgrades (retroactive)
- Multi-target Cards are no longer offered generic Apply upgrades (retroactive)
- Upgrades that add tags (Consume, Retain, etc) no longer cannibalize existing tags
- Gain Impetus Next Turn Upgrades added back in to the Upgrade Pools after their accidental removal
- Upgrades that add something now visually stack if taken again
- Bleed/Poison now happen slightly earlier, thus allowing Poison to be Blocked
- Card Descriptions now resize if they become too long due to upgrades
- Monsters parts persisting after death have been removed (again)
- Certain Cards were missing the ability to update their damage values contextually have been fixed
- Card's instantiated to the Hand mid-Combat now correctly sort themselves and apply card effects
- Curse renamed to Ailment
- Potential fix for Cards that utilize Choose Card From Selection and softlock
- Tentative fix for 0 Intent Bug
- No Pain, No Gain now offers its Upgrades
- Berserk's effect is no longer delayed by a turn
- Bloody's Bleed effect has been reduced