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v2.88.0 - Yet Another Balance & Bug Fix Update

Greetings Abalon Fans!


Thanks again to everyone for your support and feedback! It is my pleasure to continue improving the game for you. I personally read and respond to your in-game feedback. 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 continuing to work on improving the AI engine, upcoming major updates (leaderboard leagues, Descent 20, etc.) and our next expansion (Caves). In the meantime, here are some more requested balance and bug fixes.

v2.88.0 Release Notes
  1. Fixed Bug where Sojurn's Defender ability enabled protected units with shields to negate pierce and fully block the incoming attack. (Thanks Anotnio)
  2. Fixed Bug where a neutral unit could be spawned adjacent to a doorway within a dungeon, potentially blocking the way forward. (Thanks Ivellios)
  3. QoL: While in explore mode, pickup items (ex: dice, keys, etc.) will now appear above obstacles that could obscure them from view such as rocks and trees. (Thanks kenny9999k)
  4. QoL: Improved the "bump" detection while exploring in camp and other areas to make navigation easier while still fixing the "stuck on shopkeeper" bug that could previously occur.
  5. QoL: Moved the code for tracking found cards in the Run Summary from the ChooseCardAction to the ChooseCardEffect so that it would correctly track the changes when reloading a game state. Previously, if a player chose a card during battle, then exited and returned, the card found for that choice would not be incremented since the ChooseCardAction only plays when the player initially interacts with the prompt. Now it will correctly store in game state.
  6. Fixed Bug where attempting to equip an item (ex: Wizard Hat) on a character that is maxed out and then viewing their card and closing could still draw that item on the character. (Thanks yaj)
  7. Fixed Bug where null pointer exception Error #1009 could potentially occur when attempting to getAsset. (Thanks exeefexe)
  8. Fixed Bug where run summary score might appear to temporarily drop when using the portal to go to the next chapter.
  9. Fixed Bug where AI Sync Error could occur as a result of the AI possessing a Barbarian with Mind Control. (Thanks Guest_305859)
  10. Fixed Bug with Pied Pipe where animals equipped with gear costing more than 0 would leave the party after battle. (Thanks wmfrederick)
  11. Balance: Added property to track the number of loyal animals from Pied Pipe so that it doesn't continue to add more if some loyal animals are waiting outside of battle. (Thanks jack)
  12. Fixed Bug where unit burning animation persisted if attacked by a frost elemental wielding a fire sword. (Thanks Anotnio)
  13. Fixed Bug with Incinerator so that it now works while equipped to saddle bags (Thanks yaj)
  14. Fixed Bug where a players initial starting cards would be removed from the game instead of returning to the tortoise when removed from the deck if the player started the adventure, quit, and resumed before dismissing the initial adventure prompt. This bug also caused the card count at the tortoise in shop to appear negative or below expected value and could potentially remove loyal hellhound puppy as well. (Thanks Dobermann)
  15. Fixed Bug where using the Hero Doll was counting as a card found for the run score summary instead of as a bonus card. (Thanks Manchot_Royal)
  16. Balance: Exiled Cards will now return to the deck as soon as battle has ended rather than when exploration mode starts. This fixes bug where cards like Rejuvenation might not return to the deck at all and instead go to the tortoise if played during one of the successive rounds of Sandpit Arena. This will also allow players to use Scribe to recover Exiled cards. (Thanks Manchot_Royal)
  17. Balance: Added Fire tag to Wall of Fire and Ring of Fire, Cleansing Fire, Fire Elemental Scroll and Powder Keg so that they can receive the fire spell cost discount and appear in fire queries. Note: These spells do not benefit from Firepower or Spellpower as their damage does not come directly from the caster but rather the enchantment. (Thanks Manchot_Royal)
  18. Fixed Bug where being defeated during the Sandpit arena encounter and reviving with a Joker Potion could result in the encounter being repeated when entering the ambush location again. (Thanks Moirin)
  19. Fixed Bug where transforming back from an animal form while in the Sandpit Arena could prematurely end the Sandpit Arena encounter before completing the final round.(Thanks Manchot_Royal)
  20. Balance: Removed the extra Armor (1) from Mad Metal Max boss encounter. (Thanks Anotnio)
  21. Fixed Bug where Crest of Valor was increasing the counter attack damage in addition to combo damage. (Thanks Manchot_Royal)
  22. Fixed Bug where rapidly pressing the Skip Turn button while the enemy is taking the first turn of battle could result in enemy hit points being greater than their actual value and cause an AI Sync Error. (Thanks Guest_284800, asd1212112 and Guest_308214)
  23. Fixed Bug where Def_World$/fromMap() exception could occur (most commonly for first time players in the tutorial) if they enter the first battle before the AI backworker has completed initializing by adding a job queue that waits until initialization has completed before attempting to load the map for the AI. (Thanks Guest_313332)
  24. Fixed Bug where Error #1009 handleCardSortError() could occur when examining card collections.
  25. Fixed Bug where Fast Traveling to a cave corridor without a valid p1 spawn position resulted in Error 1009 getPlayerMapEdgePoint(). The teleport to map effect will now check neutral and p2 spawn positions and finally prompt the player if travel is still not possible. (Thanks Guest_8084)
  26. Fixed Bug where exception Error 1009 makeButton() occurred if failing to connect to PlayerIO service while app is deactivated.
  27. Fixed Bug where Error 1009 clearCardSortFilters() could occur when session ended and player is somehow in as guest.
  28. Fixed Bug where Melt could remove non-removable status effects such as the health modifiers applied for Descent challenges. (Thanks Manchot_Royal)
  29. QoL: Shopkeepers now receive the gold used to purchase loyal recruits at their shops so you can benefit from selling more cards back to them. (Thanks Anotnio)
  30. Balance: Hellfire candle now deals damage directly to the wielder when used, ignoring armor.
  31. QoL: Unlocking a boss room door will now mark the room as a boss on your map just like when you try to open the door before having the boss key. (Thanks Manchot_Royal)
  32. Fixed Bug where using Tribal Transmutor to transform a temporarily controlled enemy into a tiger and then winning the battle could soft lock the game when the transformed enemy returns to the battlefield after the victory prompt. The transformed enemy will now be defeated and removed. (Thanks Esfinge)
  33. Fixed Bug where being defeated and revived via a potion or being transformed to/from an animal could break hostile weather events.
  34. Fixed Bug where the Dreamcatcher artifact could not be used to cast a loyal unit from the deck that entered the battle with the player's party and was defeated during the battle. (Thanks Manchot_Royal)
  35. Context3D Loss Fixes: This update fixes a multitude of bugs being reported that were the result of the Context3D being lost at key moments. The Context3D is how the game speaks to your device's GPU. Yes, Abalon is technically a "3D game" even though its graphics are 2D. Neat, huh? Certain events (like hitting Alt+Ctrl+Del in Windows, closing your laptop lid, turning off the display on Steam Deck, minimizing the app or switching to another app that uses the GPU can result in Context3D loss and generate bugs that can be very difficult for a developer like me to reproduce and fix. To workaround that and finally resolve these issues, I created a series of oh-so-exciting debug commands that simulate various forms of Context3D loss and (with some luck) was finally able to reproduce the unreproducible bugs and fix them.
  36. Resource Improvement: As a result of investigating the Context3D loss, I also rebuilt how the game manages resources such that when the app isn't being used (ex: minimized during launch) it will no longer attempt to load bitmaps into memory while it's unable to access the GPU, which should (in theory) result in better energy/battery/resource consumption for Steam Deck and mobile devices.
  37. Gold Star: You made it to the end once again! Thanks for taking time to read and appreciate all the work I put into this game :)


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 estimate we currently need about ~18 more positive reviews to hit the mark. 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