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v2.37.0 - Player Requested Features and Bug Fixes

[h2]Greetings D20 Fans![/h2]
Thanks to your feedback, the latest version of Abalon improves the equipment and card selling features of the game plus many other fixes.

v2.37.0 Release Notes
  1. QoL: Automatic Re-Equip: By popular demand, I've added a memory system to the gear you equip to your guardians. When a defeated guardian is removed from your party, a snapshot of that guardian's equipment is stored before the gear is returned to your satchel. When that guardian is returned to the board under your control, they will automatically re-equip any of their previous gear still in your satchel. Note: The re-equip action is not tied to the command system, so if you revive a guardian with equipped gear, then undo that action, then revive them again they will not re-equip their gear again as their gear map is cleared once they return to your party.
  2. QoL: Equipping Units: Abalon now allows equipping units at max inventory if the new equipment would replace an existing equipment.
  3. QoL: Sell Tortoise Cards: Added the ability to sell cards carried by your tortoise at shops.
  4. Fixed bug where removing a Bow and Arrow from a ranged unit was not removing the bonus damage. (Thanks KittyMeow)
  5. Fixed bug where entering an ambush encounter would count as having explored the map, even if the player decides to flee, potentially breaking ongoing Blizzard or Sandstorm weather effects. Prompted encounters will no longer count as having explored the map until the encounter is cleared. (Thanks KittyMeow)
  6. Fixed bug where multiple artifact hearts (Void Heart, Arcane Heart, Celestial Heart) couldn't be stacked on the same unit.
  7. Fixed bug with Exhaustion challenge modifier where the damage from Exhaustion could be absorbed by your armor before the battle starts. (Thanks Rhubarb314)
  8. Improved Turkish translations and fixed bug related to non-functional cancel options within certain prompts. (Thanks Exolion)
  9. Fixed bug where Boss map within the Forest biome near a river could be missing a blockading pillar. (Thanks Rhubarb314)
  10. Fixed bug where splash damage hitting an enemy shrouded in the mist of mayhem soft locks the game if they are carrying a lore scroll. Enemies can no longer be secondary targets of attacks in explore mode. (Thanks Rhubarb314)
  11. Fixed bug where, after having retreated from a dungeon room, player could not reenter the room as enemies had positioned themselves in front of the door, blocking entry. (Thanks yaroslav)
  12. Fixed bug where, upon entering a bandit blockade within a dungeon and initiating a battle, guardians may get stuck in the previous room and unable to join the battle. (Thanks Rhubarb314 and NetManDeer)
  13. Procedural Spawning: Fixed unusual spawning in the dungeon, where, after you retreat and return, the enemies are oftentimes surrounding you instead of repositioning in the opposite side of the map like they should.
  14. Procedural Spawning: I also fixed the encounter spawning to ensure that if the number of enemy units intended to spawn does not fit within their designated spawn area, we'll now use the neutral zone as an extra set of spaces they can spawn after their regular deployment zone is used up.
  15. Procedural Spawning: Added logic to prevent player units from raiding into the neutral spawn area of the map if their party is too large. This is to ensure at least some separation from the enemy and some room to move.
  16. Procedural Spawning (Large Armies): Added a system to ensure that player units that do not fit within the battle are no longer truncated after saving the battle, leaving the game, returning, and ending the battle.
  17. Fixed bug where Shatter spell was not destroying obstacles such as Spike blocks or units that had been petrified as indicated on the card. (Thanks Wesley)
  18. Fixed bug where Choose button does not appear when using the Orb of Insight on touch screens with desktop UI enabled. (Thanks Arianna)
  19. Balance: I changed Frost Nova for Cora so instead of doing a fixed 4 damage (which was also a bug, should have been 2) she now deals attack damage equal to her power. I also removed the equipment constraint that was attaching her frost nova to her right hand weapon. This change allows her to now work with Glyph of Nithsrot and also combine the effects of melee weapons with her ability. For example, using an Orc Warhammer, her stomp will now deal Knockback (3). Melee weapons that change her attack pattern (such as Firesword, which gives Swipe) will still replace her Frost Nova attack as before.


Next on the Roadmap

Major updates in the works along with our regular updates include:
  • Asynchronous Multiplayer
  • Leaderboard System Revamp, feel to check out the post here (https://steamcommunity.com/app/1681840/discussions/0/596262086078658592/) and share your thoughts. This update will also include some balance changes to the XP curve, gold costs, and other such items.
  • Caves Expansion


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.

More than anything though, I ask that you please write the game a review :)
Reviews do so much to improve our discoverability and bring new players to the game. They also provide me with a lot of insights on what I'm doing right with the design and where I can still improve.

Thank you so much for your thoughtfulness and consideration :)

~Ross