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v2.87.0

v2.87.0

Just a little patch with a few more fixes for you!

v2.87.0 Release Notes
  1. Fixed Bug where player entering a narrow gap for a large map adjacent to a river could potentially start the map with their hero standing on the water and unable to move if there are no other valid spawn points along the chosen playable map bounds. The game will now search the entire playable bounds and choose the closest entry point. (Thanks Xomnikai)
  2. Fixed Bug where the potential companions spawned at Roy Blanchard's bayou couldn't be recruited and were instead attacked when attempting to recruit them. (Thanks Garylove00)
  3. Fixed Bug where the player's summoner could potentially get stuck on objects when retreating. (Thanks Clovis la Britannia)
  4. Fixed Bug where Summoner equipped with woodcutter axe was unable to unlock the boss key door due to its unique interaction ability to chop trees. (Thanks Liv (Galathynius) and Guest_296755)
  5. Fixed Bug where Nemesis encounter triggers but does not start a battle because the enemies arrive aligned as neutral instead of enemy due to the map having been previously assigned as an ambush. (Thanks Kazbad)
  6. Fixed Bug where player could get a null exception on the card drag controls touch handler. (Thanks Juullinka)
  7. Localization: updated Simplified and Traditional Chinese translations of Inflict Petrify. (Thanks jack)
  8. Balance: Added 3 new minion encounters:
    1. 1x Water Elemental (Swamp, Difficulty 1)
    2. 2x Snake (Swamp, Difficulty 1)
    3. Maurader x4, Beetle x2, Scorpion x2 (Desert, Difficulty 8)

I'll be visiting with family till Monday. You can reach me on Discord if there's anything urgent I need to fix: https://discord.gg/d20studios. You can also use the in-game report tool (which also forwards to my Discord): Menu -> Share Feedback.

Have a Happy Thanksgiving!

~Ross

v2.86.0 - More Balance & Bug Fixes!

Greetings Abalon Fans!


While I'm working to improve the AI engine and then back onto the next major features, here's another update for you containing more balance & bug fixes! As always, thank you so much for your feedback!

Remember, I personally read and respond to your in-game feedback daily during my work week (and often on the weekend, too) and I enjoy answering your questions and improving the game for you. If you haven't tried this feature yet, give it a go by using Menu -> Share Feedback. I even credit player suggested fixes in each update's release notes.

I'm also very active on our Discord server if you want to share videos, screenshots, meet other players, chat about the game, or even try out our upcoming multiplayer via the beta signup: https://discord.gg/d20studios

v2.86.0 Release Notes
  1. Balance: Summoned placable obstacles (ex: Wall of Brambles, Wall of Ice, Brick Blocks, etc.) are now destroyed upon entering explore mode.
  2. Balance: Retreat Changes: Placable obstacles (such as brick blocks, wall of ice, prison of brambles) will no longer block a player's ability to retreat from a battle. All placable obstacles are now removed upon retreat.
  3. Balance: Scribe now triggers on acknowledgment of the battle victory prompt instead of when exploration mode starts. This change enables the Scribe ability to now work in Survival Mode as well as within encounters that include multiple battles (such as the Sandpit Arena and Yellowjacket Nest). (Thanks Nabastag)
  4. Fixed bug where Skeleton Bro could spawn on an adjacent trap and prevent the event from continuing. (Thanks Guest_284800)
  5. Fixed bug where Fennec Fox could trigger a combo off its own attack when swapping position with an ally and using its triggered attack. (Thanks Provocation)
  6. Fixed bug where Pied Pipe wasn't working in Survival Mode. (Thanks Nabastag)
  7. Fixed bug where the language sub header in the Language selection menu on mobile reverted to "Language" after making a selection instead of the currently selected language. (Thanks AvalonAbalon)
  8. Fixed bug where Frog Demon heart wasn't dealing its 2 damage to enemies upon its wielder being attacked. (Thanks BADASSMOFO 👻็👻็👻็ , Ivellios and Hess)
  9. Fixed bug where units could sometimes get stuck in the mist of mayhem when retreating until exiting and restarting the game. (Thanks Trojan Bull and Sinthores)
  10. Fixed bug where Wall of Ice was not removing after battle and when retreating. Existing Wall of Ice blocks left on board from previous adventure can now be attacked. (Thanks Lance and Lord Cameron)
  11. Fixed bug where placing an obstacle (such as a Forest Energy tree) on the summoner's starting location within the Sandpit arena would break subsequent battles as the summoner attempts to return to their starting space. (Thanks KagitarShadowscale and Lifeisfree)
  12. Fixed bug where the entrance to a battle area adjacent to a river could be blocked. If map with a battle borders a river and it isn't a boss fight, the procedural algorithm removes non-attackable terrain on that map that isn't in the playable area on the sides containing a river. (Thanks Ivellios)
  13. Fixed bug where attacking a barrel with a Pyromancer fireball while an enemy is adjacent to it in the next map causes an exception for updateProjectile. (Thanks Guest_308587)
  14. Fixed bug where attacking with an enemy that triggers a combo with a hydra and then selecting the attack again quickly could generate a null exception for handleAttackHit.
  15. Fixed bug where AI turn time exhausted error would appear if minimizing the game on mobile while the AI is taking its turn for more than 2 minutes.
  16. Fixed bug where using a Scroll of Resurrection while playing with the Lost Guardians challenge modifier (also Descent 5) would allow the resurrected guardian to revive an additional time at camp. (Thanks Manchot_Royal)
  17. Fixed bug where removing equipment that increased max life would trigger surprise spells such as Celestial Shield and Reflect Damage. (Thanks Lord Cameron)
  18. Fixed bug where using Animal Growth on yourself while transformed into a bat by Sassy Molassi, your Summoner is transformed into the mutated version of the anime, then back to your summoner, then back into the bat permanently, causing you to lose instead of being transformed back into your summoner when the bat is killed. Using Animal Growth will now transform you into the Mutant Bat successfully, but only until the end of battle. Also, transforming into a Mutant Bat removes the "until defeated" condition, meaning that if you die while in the form of the Mutant Bat, you will lose. (Thanks Xomnikai).
  19. Fixed bug where, while in the form of the Sabertooth Tiger, drinking the beetle juice and transforming into a beetle returns you into your original form and throws a bug dialog. (Thanks muussi)
  20. Fixed bug where, while in the form of a beetle from drinking the beetle juice and transforming into a Sabertooth tiger by Sassi Molassi, your original summoner joins the team along with the sabertooth tiger and a bug prompt may trigger. (Thanks Guest_206661)
  21. Fixed bug where the Summoner would have a yellow reticle during battle (indicating that it is interactive) after clicking the Nemesis HUD icon until the Nemesis is defeated. (Thanks Arianna)
  22. Fixed bug where shop music would briefly play then switch to the default biome music while exploring the shop while being chased by a nemesis instead of playing the shop music. (Thanks Arianna)
  23. Fixed bug where player could not use the replay button to rewatch the AI's last turn if the AI's last turn was the first turn of the battle. (Thanks Arianna)
  24. Fixed bug where game could soft-lock at camp when speaking with the shopkeeper. This was only reported to occur running at 30FPS and was caused by the animation queue getting clogged and often was preceded by a staccato hero movement (one tile at a time) and a camera following the hero (which should never happen at camp). This change may have also fixed characters leaving the camp while still holding their marshmallows. (Thanks Lance)
  25. Fixed bug where AI sync error could occur when additional enemies are called to the battle for encounters like Viking Vanguard if trap tiles on the board had changed status during the battle. (Thanks Guest_306412)
  26. Fixed bug where AI Sync error could occur in multiplayer coop when an AI player is defeated on its own turn. (Thanks ♂Van Darkholme♂)
  27. Fixed bug where AI Sync error could be generated on Catch of the Day if a controlled Marauder is defeated by a Marauder Retiarius, resulting in the AI believing that the restoration of the net is its own cause. This should also fix any other sync errors caused by triggered actions being their own cause within the AI simulator. (Thanks Guest_309018)
  28. Fixed bug where inspecting equipment while waiting for the next round of battle in the Sandpit arena or entering a new battle would throw an exception. Also, if inspecting equipment on a unit while transitioning into a new battle, the unequip button will now disable to prevent potential de-syncs between the prior game state and new battle. (Thanks Garylove00)
  29. Fixed bug where resizing the screen while editing a Summoner's starting deck would throw a series of errors that required the game to be restarted. (Thanks Guest_306026)
  30. Fixed bug where it was still possible to stuck on shopkeeper by double clicking on the tile just above where the shopkeeper spawns when entering the mist of mayhem. (Thanks Arianna)
  31. Fixed bug where Bigbeard had an extra Knockback (1) listed on his card. (Thanks Anotnio)
  32. Fixed bug where loaded dice item is removed from inventory if you equip and un-equip regardless of if there is an active encounter. (Thanks Nabastag)
  33. Fixed bug where null pointer exception could occur in the showUI method of the battleHUD when saving game settings by explicitly checking each of the properties and the isDisposed state. Also, removed unnecessary call to showUI in the updateHUD method. (Thanks pandaboy)
  34. Fixed bug where player could get Error 1009 mouseMoveHandler() by checking all possible references and adding conditionals.
  35. Fixed bug where exception could be thrown in the tint() method of UnitViews when transitioning out of battle.
  36. Fixed bug where player could get a null exception while dragging cards.
  37. Fixed bug where Error #3768 is thrown on iOS devices when attempting to set the toggle state of a DynamicLabelButton while the app is deactivated. This primarily occurred when setting the toggle state for the DevMessageService.
  38. Fixed bug where Error #3768 is thrown on iOS devices when attempting to rasterize DynamicTextBlock while the app is deactivated. This primarily occurred when receiving Leaderboard results.
  39. Fixed bug where Error #3768 occurred on iOS if attempting to rasterize a StoreImage while the app is in the background.
  40. Localization: Changed Simplified and Traditional Chinese translations of Petrify from 惊恐 and 驚恐 to 石化. (Thanks jack)
  41. Localization: Fixed translations in all languages for the Shatter spell that were broken in v2.84.3. (Thanks jack)
  42. Localization: Added Simplified and Traditional Chinese translations of the Celestial spell "Purify". (Thanks jack)
  43. Localization: Added translations in all languages for "Deck at max size" message. (Thanks jack)
  44. Localization: Fixed Japanese translation of Hellfire Candle. (Thanks Guest_8084)
  45. Localization: Fixed several more missing/incorrect Polish translations. (Thanks Ivellios)
  46. Localization: Fixed translation of the Elixir of Eternal life to correctly specify that a bad roll now transforms you into a Skeleton instead of dealing 20 damage. (Thanks Ivellios)
  47. Technical: For mobile devices, I now pause the persistent world clock in addition to the main game loop clock so that no animations play while the app is minimized (deactivated) to help prevent errors that might arise from the app attempting to animate while in the background.
  48. Technical: Made some adjustments to the rasterization code to help improve memory and garbage collection and identify potential causes for failed texture loading errors.
  49. Technical: Made optimizations to the AI Sync error code to further identify causes of any further/future potential AI sync related issues.
  50. Gold Star: Congratulations, you made it to the end of the list! :)


Showing Your Support

Many of our players have asked me for a way to help support the continued development of Abalon, so I setup a "Buy Me a Coffee" page where you can make one-time or recurring contributions.

[h2]Reviews[/h2]
We've successfully hit part 1 of my year-end goal for Abalon: 500+ reviews! Thank you all so much :)

Part 2: Can we make it to "Overwhelmingly Positive"? As of today, we're at 94%. We need just 1% more to make it to 95% and hit this goal! I'd greatly appreciate your help to write a Steam review. Let me know what you like about the game and also where I can continue to improve for you. If I've addressed your feedback, please update your review. You can also leave me feedback directly in game via Menu -> Share Feedback. I personally read and do my best to reply back to every single player request.

Thank you so much for your thoughtfulness and ongoing support :)

~Ross

v2.84.3 - Balance, Bug Fixes & QoL

Greetings Abalon Fans!


I hope you enjoyed our Spooktacular Double XP event for Halloween! Special congrats to all those who cleared Survival mode and for those that cleared wave 40... wow, superb job!

As always, I appreciate your kind words, reviews, suggestions and bug reports. I've added several more requested QoL updates, balance changes and bug fixes in this update.

Next Major Update and DLC News

Players in our Discord have asked about the status of our next major update and future expansions and I decided to share my responses here as well for the benefit of everyone.

Tarquin McFluffy: Hi Ross, when are you planning to release the next major update? I'm too excited and cannot wait!

RossD20Studios: Excellent question... Seeing as I missed the window for the Roguelike/Screamfest (which would have been optimal opportunity), I'm still rethinking this and I haven't decided yet. Major updates are quite tricky because in order to make the most impact with them, I have to consider more factors than just when they are ready for release. Generally, I like to coincide major releases with opportunities like a combination visibility round + sale + Steam event. I also look at whether the current build and server highly stable and generally ready for a huge influx of activity. And the longer I delay a release, do I feel the content/features I've created are still worthy of the hype or does it need more? It's a constant push/pull between a bunch of spinning plates and also remaining active/diligent providing good customer service along the journey.

Kaaz: Is Caves being saved for Christmas? Or different holiday?

RossD20Studios: Most likely early 2026 for that one. I need to release the major update first (or possibly in conjunction with the DLC could be a nice way to boost everything together...)
For Steam holiday sale/Christmas I'm planning to host another Double XP event. It's also possible I might break up some of the major update features into smaller incremental updates and then bundle the rest with a larger major update + DLC release.

Currently I'm seeing a lot of timeout reports on Android with regards to the AI processing, so I'm considering shifting some development focus to improving that, which also contributes to the Abalon Arena development.

Both caves and the final boss have a lot of hype around them... and I tend to judge myself a lot harder when it comes to the creative/thematic type stuff over features. Features are much easier - they do what they do, it's a pass/fail, whereas new content is so much more subjective. I'm constantly beating myself up and asking how the new content can top/add something different to the types of stuff already done.


Hope that helps provide some insight on where I'm currently at! Game development is never an exact science and sometimes it's necessary to pivot my work to address other areas of the game (like the AI engine in this case) in order to provide players with the best experience.

v2.84.3 Release Notes
  1. QoL: Improved the card sorting algorithm for "Group by Type" so that Artifacts are grouped together with other equippable satchel cards. This way, your consumables and your equippable cards are kept separate. (Thanks sanasarus)
  2. QoL: When continuing an adventure cross-platform on a device that does not have DLC entitlements, cards within DLC sets found through prior progress in the adventure on a device with entitlements will no longer show as grayed out within the deck and will no longer vanish from the tortoise collection when removed from the deck. This ensures that all cards found throughout the adventure are usable regardless of platform and entitlements. Platform entitlements are still required to play/continue adventures as a Summoner in DLC card sets and to start new adventures with custom decks containing DLC cards. (Thanks Provocation and Ivellios)
  3. QoL: Changed wording of effects that reduce the cost of cards from "spells cost less" to "cards cost less" to clarify that all cards (units and spells) benefit from the effect, not just spell cards. (Thanks Sinzar)
  4. QoL: Tips prompts will now show when loading back a game and replaying commands.
  5. QoL: The NPC Vampire Witch in the Fortune Teller encounter of Harvest world now has a name, Sassy Molassi. (Thanks HiddenHearth, Kaaz, Xomnikai and Lance)
  6. Balance: Bat's card text now appropriately reads "Inflict: Gain +0/+1" and functions mechanically like other Inflict abilities. (Thanks Provocation)
  7. Balance: Summoner Gear can no longer be unequipped during battle.
  8. Balance: Artifacts can no longer be equipped if the character has used their action. Consumable items, like Healing potion Phylactery Potion, can always be used/equipped. (Thanks Vortex)
  9. Balance: Card Pickups are now treated as non-undoable actions because they reveal hidden information about the card reward that will be given.
  10. Balance: Actions that would regularly be considered non-undoable are now allowed to undo if the commanded interaction results in triggering multiple prompts. For example, if you command a character to walk over two satchel card pickups in the same action (each of which would generate a hidden card reward), you can now undo back to the initial card pickup after choosing the first satchel's reward and seeing the options presented as rewards in the second satchel pickup. Note that you cannot undo past the initial command once you've commanded your unit to pickup and reveal hidden card rewards.
  11. Balance: Being afflicted by the Silence spell will no longer prevent player from using satchel cards. (Thanks Kazbad)
  12. Fixed bug where tooltip could become stuck on the display if mousing over a button or hud element that vanishes during the transition from explore to battle or battle to explore. (Thanks Wesley)
  13. Fixed bug where buying satchel cards from the Traveling Merchant wasn't encountering them, thus enabling the possibility of finding artifacts (which should be unique) subsequent times in the adventure. (Thanks HiddenHearth)
  14. Fixed bug where selling a satchel card did not unfind it for purposes of discovering it again (if an artifact) in future chapters.
  15. Fixed bug where the Lost Guardians challenge modifier wasn't triggering properly if the guardian dies while controlled by the enemy. (Thanks Guest_288190)
  16. Fixed bug where Radiant Amethyst or Hellfire Candle could be repeatedly equipped and unequipped to endlessly stack their mana cost discount. (Thanks Vortex)
  17. Fixed bug where scouting encounters that include a "Flee immediately" option (such as Bandit Blockade, Goblin Party, Catch of the Day, Ambush and so forth) would not reveal the icon and description of these encounters on the world map after visiting and leaving. (Thanks Scribe)
  18. Fixed bug where Orc Army encounter included Orc Warriors with unequippable spears. (Thanks Provocation)
  19. Fixed bug where, after freeing the hellhound puppy and tripping the alarm to alert the nemesis, the "Continue" button did not result in the puppy joining team. (Thanks Kazbad and Fabomatik)
  20. Fixed bug where after using Demolish to destroy a spiked block in dungeon, an abyss tile appears in its place instead of dungeon tile. (Thanks HiddenHearth)
  21. Fixed bug where exiting the game mid-battle and then returning to finish it later could result in the end turn button not functioning until undoing an action. (Thanks Garylove00, Clovis la Britannia, and latitat)
  22. Fixed bug where Arcane Insight could draw double cards.
  23. Fixed bug where helping to heal the injured fallen angel did not unlock the Guardian Angel satchel card in player collection. (Thanks Bobby)
  24. Fixed bug where walking over multiple satchel cards and exiting without choosing a card or hitting the replay button during the second satchel pickup would result in a stuck game state. The choose card prompt will now properly display when returning back to the game for any cards that were not selected. (Thanks Guest_299992)
  25. Fixed bug where entering a new encounter that generates a prompt soft-locks the game instead of displaying the prompt until exiting/restarting the game. I believe this issue may have been caused by a rare game state where an animation thread is created but never started. This change ensures that any new animations are placed on the existing, unstarted animation thread. (Thanks Lance)
  26. Fixed bug where a Suspicious Tomb with the Buried Alive fate encounter failed to do anything after being opened because there were no valid guardians left to spawn (due to the starting guardians and Mercenary Den using up all the slots). The encounter will now spawn animals and elementals if there are insufficient human guardians to bury in the tomb. (Thanks HiddenHearth)
  27. Fixed bug where the Replay Tutorial option generated a prompt that could remove the current in-game prompt from the screen by embedding the choice to play the tutorial directly into the settings menu.
  28. Fixed bug where right-clicking on cards in the deck builder could result in them getting temporarily stuck to the display.
  29. Fixed bug where it possible to right click on units and tiles in the grid while in the deckbuilder screen.
  30. Fixed bug where clicking an equipment intended for animals (saddle bag) without an animal then clicking on another regular equipment (helmet) will cancel the attempt to equip the regular equipment. (Thanks Plykiya)
  31. Fixed bug where a unit equipped with a Woodcutter axe would attempt to pick up any objects on a tile containing an enemy instead of melee attacking the enemy. (Thanks Davsilog)
  32. Fixed bug where buying out a shopkeeper and getting the Early Retirement achievement could result in having [Skin] Nothing and other cards associated with the shopkeeper's outfit added to the satchel. (Thanks Anotnio)
  33. Fixed bug where new cards picked up during combat were not getting the mana cost reduction from special abilities that grant discounts such as the Radiant Amethyst or Preserver's insect card discount. (Thanks Sinzar and Kazbad)
  34. Fixed bug where the lower HUD containing spell cards was being shifted upwards instead of flush with bottom of the screen on some Windows 1080P monitors due to the safeArea being reported incorrectly.
  35. Fixed bug where player could receive an extra key if playing in the desert biome that contained an Alchemy fate encounter. (Thanks SHAWSHANKER)
  36. Fixed bug where equipment skins (like Goblin Party hats and Chronomancer Hat) could be removed after ending battle.
  37. Fixed bug with Russian translation for Horse with No Name (Thanks ZimA)
  38. Fixed bug with Polish translation (and other languages) for Wave counter in survival mode. (Thanks Ivellios)
  39. Fixed bug with incorrect Simplified Chinese translation for Raise Dead and missing translation for Metamorphic Harness. (Thanks jack)
  40. Fixed bug with missing translation for Cleanse spell. (Thanks jack)
  41. Fixed bug where cultists weren't spawning on the Demon Dance encounter for novice difficulty if not playing on Chapter 1. (Thanks Arianna)
  42. Fixed bug where cultists might not spawn if retreating from a Demon Dance battle and then returning. (Thanks Arianna)
  43. QoL: Changed Russian translation of the Yeti's Bonus action ability (Bonus action to closest enemy at the start of its turn.) from "Бонусное действие ближайшему противнику в начале его хода" to "Атакует ближайшего врага бонусным действием в начале его хода." (Thanks Ole-gan, and Kairin)
  44. Fixed bug where Take em Down with a Combo Trip Prompt showed when attacking an object while exploring if the player had just retreated from a battle on their turn. (Thanks Arianna)


Showing Your Support

Many of our players have asked me for a way to help support the continued development of Abalon, so I setup a "Buy Me a Coffee" page where you can make one-time or recurring contributions.

[h2]Reviews[/h2]
We've successfully hit part 1 of my year-end goal for Abalon: 500+ reviews! Thank you all so much :)

Part 2: Can we make it to "Overwhelmingly Positive"? As of today, we're at 94%. We need just 1% more to make it to 95% and hit this goal! I'd greatly appreciate your help to write a Steam review. Let me know what you like about the game and also where I can continue to improve for you. If I've addressed your feedback, please update your review. You can also leave me feedback directly in game via Menu -> Share Feedback. I personally read and do my best to reply back to every single player request.

Thank you so much for your thoughtfulness and ongoing support :)

~Ross

v2.83.0

v2.83.0 Release Notes


  1. Fixed Bug where some player decks in Adventure mode were giving the "Illegal Deck" warning due to the gold and quantity limit increases for items and artifacts being reverted in the last update. (Thanks Wesley, Evelyn and SoyAbel)
  2. Fixed Bug where the gold quantity amount on the Dice Mistress encounter was not showing the proper value in the Polish translation. (Thanks Ivellios)

Spooktacular Double XP Event

Spooktacular Double XP Event

Happy Halloween, Abalon fans! We're celebrating with a spooktacular double XP event. Earn double XP while adventuring in the Harvest biome and fighting off the horde in Survival mode. During the event, all players have access to the Harvest Biome and Survival Mode. And for the first time ever, players now earn XP for playing Survival Mode!

v2.82.0 Release Notes

I'm still working on the next major update (Descent 20, Leaderboard Overhaul, More Player-Requested QoL) but decided to take some advice from our community and hold off on the release until I've had adequate time to test all the new features. In the meantime, I'm pleased to release a few more changes (including a couple new features) in advance that you can explore below:
  1. New Feature: HUD Status Alerts now display to show counters for important events such as tiles left for Nemesis to reach you, number of weather events remaining, and the wave/round count for Horde Survival and Sandpit arena. Players can click on the Nemesis icon to trigger an immediate battle with the Nemesis at their current location. Players can click on the weather icon to view a description of the event and information about hostile weather.
  2. New Feature: Player's now gain score, par bonus and earn XP for playing Survival Mode.
  3. QoL: Improved the "Player Disconnected" experience in multiplayer by having the prompt now display in line with the scrim (instead of with a scrim on top of everything) so that players can still use the chat button and interact with other elements on the screen while waiting for player to reconnect. Additionally, created an animation so that if the player disconnects during an AI turn, the disconnected prompt does not surface until after the view catches up and shows that player's turn as started.
  4. QoL: Improved prompts by preventing interaction with prompt via esc/confirm actions when the prompt is not on screen (such as when it's waiting for a game response and player is browsing their deck).
  5. QoL: Improved how XP bonuses are displayed. Previously, it would show the percentage based on the rounded XP integer value. For example, if a player had a 1.05 multiplier on 10 XP, they receive +1 XP (rounded up) which is actually 10% bonus. The XP awarded is still rounded up, but now for clarity the XP bonus shown is +5%. This is to help players understand how all of their combined XP bonuses are working together.
  6. Fixed bug where the Heatwave hostile weather event was missing the "Continue" option on the Polish translation. (Thanks Ivellios)
  7. Fixed bug where several cards in the Polish translation were showing "{PODTYP}" instead of the description of the card's subtype. (Thanks Ivellios)
  8. Fixed bug where several of the prompt choices for the Polish translation were still using English text. (Thanks Ivellios)
  9. Fixed bug where Herald of Hope triggered ability to summon angels even if there is no summoner on the board.
  10. Balance: Herald of Hope will now summon angels on any closest space if there is not enough open surrounding spaces available.
  11. Fixed bug where Death of a Salesman encounter could be swapped with a lesser minion encounter but did not initiate the battle for those minions when exploring the area.
  12. Fixed bug where retreating from ambush was no longer resetting the ambush back to the dice roll state.
  13. Fixed bug where player could click a few tiles into a locked boss room causing the path finder to find a path into the room going around to the opposite side of the map and through locked boss doors. (Thanks forgetsalvation)
  14. Fixed bug where orcs carrying spears in certain encounters could have their spears removed like player equipment. (Thanks sanasarus)
  15. Fixed bug where some cards were missing their name in the Italian translations. (Thanks Bobby)
  16. Fixed bug where missing closing brace } in several of the Polish translations resulted in dynamic values not being populated in the text. (Thanks Ivellios)
  17. Fixed bug where Reiga's Bonfire Elixir was removing equipped items from heroes after being consumed. (Thanks Kazbad)
  18. Fixed bug where Sigil of the Prophet could be unequipped and re-equipped during battle to overcome it's one-use-per battle limit. (Thanks Provocation)
  19. Fixed bug where player stats (such as the number of Downfalls) could become negative by replaying the enemy turn or final victory move. (Thanks Guest_276890)
  20. Fixed bug where, after battle ended, the replay button could get trapped under the prompt scrim. Now, players should be able to replay the ending of the battle.
  21. Fixed bug where, after using the "Reset Progress" button in the Account menu and exiting back to the title screen, the player is trapped behind a Summoner XP screen for a summoner that is now locked without any ability to continue. (Thanks Void)
  22. Fixed bug where end turn button state was showing "Skip" instead of "Wait" during AI turns in cooperative multiplayer battles.
  23. Fixed bug where the replay button was enabled during multiplayer games, potentially resulting in desyncs and locked turn timers.
  24. Fixed bug where the end turn button might start with the incorrect state (ex: End Turn instead of Wait/Skip)
  25. Fixed bug where XP bonus was rounding incorrectly for combined multipliers (such as XP variance for playing on harder difficulty combined with Master of Many) due to the rounding occurring for each multiplier instead of once for the total multiplier.


Showing Your Support

Many of our players have asked me for a way to help support the continued development of Abalon, so I setup a "Buy Me a Coffee" page where you can make one-time or recurring contributions.

[h2]Reviews[/h2]
We've successfully hit part 1 of my year-end goal for Abalon: 500+ reviews! Thank you all so much :)

Part 2: Can we make it to "Overwhelmingly Positive"? As of today, we're at 94%. We need just 1% more to make it to 95% and hit this goal! I'd greatly appreciate your help to write a Steam review. Let me know what you like about the game and also where I can continue to improve for you. If I've addressed your feedback, please update your review. You can also leave me feedback directly in game via Menu -> Share Feedback. I personally read and do my best to reply back to every single player request.

Thank you so much for your thoughtfulness and ongoing support :)

~Ross