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v2.58.0 - Faster Developer Responses Make Abalon Even Better!

[p][/p][h2]Greetings D20 Fans![/h2][p]I am continuously grateful for all of your support including your reviews, feedback, and commentary on our recent v2.50 major update!

I aim to keep making Abalon better and better for you, so hear we are with another big set of your feedback addressed.

[/p]
Even Faster Dev Response Time
[p]If it isn't totally obvious by now, I care a lot about our players and your suggestions to improve the game. I do my best to respond timely here on Steam, Discord, and in-game. But, while I have always read all of your in-game feedback (and typically address within the patch notes of future builds), I haven't always responded directly to it in-game due to the overhead involved in adding new messages to our database. But, all that's about to change!

In effort to be even more responsive to players, we've created a Discord bot that automatically fetches the feedback you leave in game and alerts me in a private Discord channel. I can now reply these to these messages directly on my phone via Discord and the response will be automatically surfaced in the game. Abalon will now check for new developer messages after each battle and display my replies to you directly in-game, even if you don't have a Discord account.

I will deliver your feedback to Ross and buzz saw him in the butt if he doesn't respond to you...

This means you can now have a direct dialog with me, Abalon's developer, whenever you share your feedback in-game. Give it a try using Menu -> Share Feedback. Using this method to report bugs also captures a snapshot of the current game state, enabling me to quickly reproduce issues and provider faster fixes.

Fun Fact: The Discord in-game-feedback bot was programmed by my son, Wesley, who's working together with me full-time over the summer :)

[/p]
v2.58.0 Release Notes
  1. [p]Updated Translations: Russian translations updated now complete for the new content added in v2.50. (Thanks Kairin)[/p]
  2. [p]QoL: Made recycle and replace card into two distinct actions so that the recycle card action can be undone if it was a misclick. Previously, replace/recycle was combined a single action that could not be undone since it revealed new card information. Now, only replace card cannot be undone. (Thanks mr.kitty)
    QoL: Improved the game's undo logic to make better use of memory and avoid potential sync errors with the AI.[/p]
  3. [p]Balance: Players can no longer undo summoning or reviving a Gnome Scholar as his Warcry ability reveals hidden card information. (Thanks audarka)[/p]
  4. [p]Balance: Quinn's extra missile attacks will no longer target neutral units, such as those captured by enemies. (Thanks Rhubarb314, Guest_246440)[/p]
  5. [p]Fixed Bug where player's were experiencing unusual gaps in Mist of Mayhem (fog of war) due to the recent changes to camera zooming and not properly updating the surrounding tiles when zooming out. (Thanks Rhubarb314)[/p]
  6. [p]Fixed Bug where the equipment of Goblin Warriors in the forest could appear missing from their character model after encountering Gordo the goblin shopkeeper. I guess he was robbing their gear :P (Thanks Kairin) [/p]
  7. [p]Fixed Bug where an equipped character might not show their equipped armor/weapon after entering a new battle or loading game state. This occurred because the atlas containing the textures for the equipment finished loading before the atlas containing the textures before the character. The character will now attempt to add its equipment textures after its own atlas is loaded to ensure its gear is shown on its model. (Thanks to many)[/p]
  8. [p]Fixed Bug where a unit changing equipment could linger with the attack stance animation for the prior weapon.[/p]
  9. [p]Fixed Bug where Dispel Magic could remove artifacts bestowing a buff such as the Void Heart and Crystal Heart. (Thanks Guest_245765)[/p]
  10. [p]Fixed Bug where casting Cleanse could remove the Samurai Helmet if it was equipped just before entering battle. (Thanks 1_r3gr3t_cr32ting_th1s_us3rn2m3, Guest_245765, nnovich-OK)[/p]
  11. [p]Fixed Bug where Turn Back Time could remove buffs such as the Forcefield created by satchel cards. (Thanks Guest_245765)[/p]
  12. [p]Fixed Bug where Necromancer Staff wouldn't summon a skeleton again until making an explicit command with it. This might have occurred in instances where Mind Controlling a necromancer that had already used it's ability, using a combo attack with a Necromancer, or other edge cases where the "once per command" use of the staff wasn't being reset. (Thanks scribe, 1080, and mr.kitty)[/p]
  13. [p]Fixed Bug where a shopkeeper selling caged heroes could attack the player just for talking with them if they had previously rescued a captured hero elsewhere in the world during the same session. (Thanks Jear9682, Noah, Guest_259777, ThoughtfulToffee)[/p]
  14. [p]Fixed Bug where Inkadoo would cast his sinister spell before the player completed the "Choose Guardian" prompt when they rescued a caged hero with two or more guardians already in the party.[/p]
  15. [p]Fixed Bug where teleporting to an ambush zone previously cleared after having retreated from the Skeletal Siphon encounter asked player to roll for initiative. (Thanks Rhubarb314)[/p]
  16. [p]Fixed Bug where the map marker for Elites and Minions wasn't being cleared if player had recently retreated from the Skeletal Siphon encounter (Thanks WesleyPrzybylski, Rhubarb314, and HiddenHearth)[/p]
  17. [p]Fixed Bug where Frozen enemy Necromancer performed melee attack against captured neutral unit during this battle.(Thanks Rhubarb314)[/p]
  18. [p]Fixed Bug where allies could enter the battle starting on a trap (Thanks Rhubarb314, mr.kitty, and Kairin)[/p]
  19. [p]Fixed Bug where a sync error can occur if initiating a combo attack with Clik'Clik' while exploring the overworld and then entering a battle where the AI gets the first turn. (Thanks Bradleyman and Wesley)[/p]
  20. [p]Fixed Bug where sync error could occur when rescuing a captured unit with the Vigil ability and failing to loosen the net, resulting in additional enemies entering the board. (Thanks Katja, Guest_249111, bct116, Guest_189730, Guest_247494 and Wesley)[/p]
  21. [p]Fixed Bug where a sync error could occur when a transformed unit that was previously wearing gear was defeated and the player skipped the AI's turn animation. (Thanks Crowther, SonofVenus, boonatic0, Guest_257529, 1_r3gr3t_cr32ting_th1s_us3rn2m3, Armasword, Korken and Wesley)[/p]
  22. [p]Fixed Bug where a sync error could occur when using a Dreamstealer or Glyph of Nitsroth, then performing a non-undoable action (such as a card reveal or card recycle), then ending turn. (Thanks yokeee, Guest_258906, Guest_207144 and Wesley)[/p]
  23. [p]Fixed Bug where units could spawn on trap tiles and create a softlock if retreat results in the unit taking damage as player is leaving. (Thanks Kairin)[/p]
  24. [p]Fixed Bug where units could enter the map standing on an ice trap. (Thanks Rhubarb314 and mr.kitty)[/p]
  25. [p]Fixed Bug where pressing the enter key to open chat wasn't giving focus to the chat input field. This resulted in various hotkeys being called and opening different menus when a player used enter to chat and started typing their message. (Thanks mr.kitty)[/p]
  26. [p]Fixed Bug where a card being played by the opponent or within a replay might jump to the upper left corner of the screen and appear extra large. This was due to the cardHandView repositioning the card item out of sync with the timing of the show card animation.[/p]
  27. [p]Fixed Bug where lightning bolt animations were not correctly connecting from the blast point of the caster to the impact area of their respective targets.[/p]
  28. [p]Fixed Bug where XP Bonus multiplier could show several decimals worth of percentage due to the rounding up of XP earned based on multiplier. The multiplier/percentage will now always so the correct increment in multiplies of 5% while still awarding the rounded up amount of XP. (Thanks Sinzar)[/p]
  29. [p]Fixed Bug where game would throw an exception when unable to write local save file. Abalon will now prompt the player whenever it's unable to write local save file, providing player option to check their device's available storage and to try again or dismiss and continue with cloud save only option.[/p]
  30. [p]Fixed Bug where two guardians and a treant disappeared after last battle, despite not having died, because summoner was standing in the middle of fire traps that blocked follower pathing. (Thanks Rhubarb314)
    [/p]
Showing Your Support
[p]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.

[/p][h2]Reviews[/h2][p]Thanks so much for the additional reviews! We're now up to 467 out of 500 to hit my year-end goal. If you haven't left a review yet, I would greatly appreciate your support. Please share what you like about Abalon and where I can continue to improve and do better. And if I've addressed your feedback, please do update your review as well. Thank you so much for your thoughtfulness and consideration :) ~Ross[/p]

v2.57.0

v2.57.0 Release Notes


  1. Fixed bug where "Error: Cache does not exist for [cardAtlas]" was preventing sessions from loading correctly on the Native Linux version of Abalon on SteamDeck for players with an APAC language set as their Steam/game default for Abalon. This could result in an infinite loading screen or an unresponsive game title screen. (Thanks 52588024)
  2. Added change to load the SWF embedded APAC fonts for the Windows version of Steam as well. This will cover us for both installation types on SteamDeck (Native Linux and Proton) (Thanks duke6578)
  3. Fixed bug where players playing adventures in Descent or Custom Mode were having their adventure progress reset if ending their session (such as quitting the game and returning to finish the adventure later) after having completed multi-battle events (such as the Sandpit Arena or Demon Dance) at some point during their run. (Thanks to many!)
  4. Fixed bug where "Error: Cache does not exist for p72." could occurs if the parentDefId attribute doesn't get assigned to the debris of status effect placed on tile and we attempt to load the atlas for the base placable class (which doesn't have an atlas). (Thanks Guest_236622)
  5. Fixed bug where failing to free a captured hero from a net during fate encounters like Skeletal Siphon could trigger a backworker error. (Thanks ThoughtfulToffee, Guest_254699 and BigOlD20s)
  6. Balance: Additional enemies rushing to the battlefield after failing to free a hero captured in the net will no longer run onto revealed trap tiles.
  7. Balance: Psychic Screamer will no longer injure neutral units when using its Warcry ability. (Thanks Wesley)
  8. Fixed bug where the "XP Bonus" field in battle summary wasn't being localized. (Thanks Excolion)

v2.56.0

v2.56.0 Release Notes


  1. Fixed bug Added missing language fonts for Simplified Chinese, Traditional Chinese, Japanese, and Korean to both Native Linux and Windows depots to fix bug where fonts were not rendering on SteamDeck. (Thanks 52588024 and duke6578)
  2. Fixed bug where the Demon Dance encounter could be swapped to a different map that didn't have the portal, resulting in a stuck adventure. (Thanks Jear)

v2.55.1

v2.55.1
  1. Fixed bug where rasterizer might fail to add asset to rasterization list and throw exception.
  2. Turkish: Updated the Turkish translations. Abalon v2.50 content update now fully supported in Turkish. (Thanks Excolion)
  3. Spanish: Updated the Spanish translations. Abalon v2.50 content update now fully supported in Spanish. (Thanks Semaniel)

v2.54.2

v2.54.2 Release Notes


  1. Fixed bug where the OS was closing message channels to the AI back worker causing error #3738 and various cascade issues by rebuilding the AI worker in the event of OS channel closure. This issue predominantly affected Android devices.
  2. Fixed bug where artifacts (such as Big Beard's Helmet) that were attached to bosses (such as Mad Metal Max) were causing the artifact to be unintentionally salvaged by the when the boss was defeated. (Thanks Arianna)
  3. Fixed bug where Big Beard's Helmet was counting as a Satchel card found instead of as a Bonus satchel card found. (Thanks Wesley and Arianna)
  4. Adjusted desert ruins treasure map to avoid blockading pathway into adjacent boss room (Thanks Sinzar)
  5. Balance: Added "Flee Immediately" option for all captured guardian encounters (such as Catch of the Day) so that players can avoid the AI's first turn attack in chapters 2+ if they are caught off guard. These encounters will count as "ambushes" for purposes of a new, upcoming challenge modifier, Unsuspecting Ambush, which will prevent retreat from ambushes.
  6. Balance: Added clarification to the Gargantuant and Devourer that their bonus attack is a "bite attack" so as not to confuse players when they don't trigger another attack after firing a bow and arrow. (Thanks Heartwarden)
  7. Fixed bug where casting Transfer Consciousness on a Metamorph and then using the Metamorph to morph into another unit resulted in the isHero status being lost and not be able to play cards. (Thanks BenLagging)
  8. Balance: Transforming a unit via Polymorph, Savage Transformation or Tribal Transmutor will no longer remove equipped items on the original unit being transformed. Instead, their gear will remain such that if/when they transform back into original form or are defeated while transformed, the gear will be returned to satchel. (Thanks BenLagging)
  9. Fixed bug where units with flying weren't flying over wall of fire unless there was another obstacle in the same movement path. (Thanks mr.kitty)
  10. Fixed bug where traps were no longer persisting in survival mode. (Thanks Spruce)