Update #3 - Loot Finder and... SplatterCat video!

Version 0.70.4 Release Notes
Happy 4th of July everyone -
We're two weeks into our Early Access launch and I'm absolutely thrilled with the feedback and support we're getting from our wonderful player community. 58 reviews and "Very Positive" Steam rating! You've made this developer very proud, and I hope you enjoy this week's update.
[h2]Lore Finder[/h2]
This update addresses concerns players have raised regarding the tedium of (and bugs preventing) finding all the loot in the world. Certainly, we didn't intend to create a chore, but rather an incentive and reward for your exploration efforts. To that end, we've added the "Loot Finder" to the world map that will identify all the locations of lore and keys. Destroying every box/barrel is not necessary - if a map contains hidden lore, it will always be in the first object destroyed. And only minions can drop keys.
I suspect the current implementation might be a bit of an overkill (showing too much before you've actually explored the world) - but I wanted to show good faith that we are hearing your concerns and also validate that players are no longer running into bugs that prevent you from finding everything. As always, looking forward to hearing your feedback and improving :)
[h2]Here’s the full list of changes for this update:[/h2]
[h3]*This update is also applied to our free demo version.[/h3]
- New Feature: Loot Finder now shows which maps contain hidden lore and skeleton keys.
- Balance Fix: Units summoned by the Necromancer (or via other abilities) will now receive Sibylla’s +1/+1 benefit. Previously, the buff only applied to units she personally summoned. Units brought on the board via other means (ex: Raise Dead, Your Soul is Mine, loyal followers and guardians) will continue to not receive the buff as before as these aren’t technically summoned.
- Fixed bug where allies who were Mind Controlled by the enemy would flee after winning a battle instead of snapping out of it and rejoining you. (Thanks atesh)
- Fixed bug where damage cards increase in cost after temporarily mind controlling an Air elemental and then having it attack and be defeated by the enemy.
- Fixed bug where the Necromancer Staff card added last week did not allow equipped units to attack (Thanks Another Persona)
- Fixed bug where hurled squirrel does not land on the correct space indicated by the targeting preview. Oh, those squirrely squirrels!
- Fixed bug where it could become impossible to complete a lore collection because hidden lore was being cleared for two adjacent maps at the same time when standing on the edge of one map with hidden lore and destroying a container on the edge of another map containing hidden lore (Thanks mr.kitty)
- Fixed bug where lore collection could require more than 12 lore to be found even though only 12 lore are hidden in each world.
- Fixed bug where exception HM_UnitRunToPointAnimation/onDispose is thrown when hurling a squirrel at a barrel and then immediately exiting the dungeon. (Thanks El Baek)
- Fixed bug where enemy Summoner casting a phoenix, attacking with it, and recasting it in the same turn would throw an exception for shrinkCard.
- Fixed bug where transforming into a beetle (or transforming back to a human) and then using the keyboard to move character resulted in a softlock. (Thanks VladimirLedeux, Luxter, and clearfisher)
- Fixed bug where casting a barrage spell AOE (like blizzard or meteor shower) on a unit with redirect causes total obliteration as each meteor barrage was causing ALL of the secondary targets to take damage again. (Thanks 1012104522 and la81596961)
- Fixed bug where the "Goblin Birthday Wish" achievement was not rewarding the "Goblin Party!" satchel card. (Thanks mr.kitty)
- Fixed bug where casting Blood Sacrifice (or any mana generating spell) when you already have full mana would result in seeing a drop in mana (from the card cost) rather than a restoration to full mana. This bug affected the view only (the player still technically has the full mana, only it didn't show this reflected on the mana bar) (Thanks mr.kitty)
- Fixed bug where pressing "Esc" after losing a battle would generate an error and allow player to restore the game back to the point before they started the fight (Thanks Lone Sylvan)
- Fixed bug where after closing the game and reloading, and then looking at cards for the 1st time that session, it's always blank when opened. The 2nd time, however, it shows the cards. This bug occurred because the sort save setting for groupByType was being shared with guardianToggle. So, this error would have affected any player with the groupByType filter turned on in their sort filter (Thanks mr.kitty and BlackDragonMagician)
- Fixed bug where reviving after being defeated with the "Destined for Greatness" prompt that revives fallen guardians in Novice difficulty was throwing an exception at HM_TargetingLogic$/sortTargets() when the battle was located on a map that bordered the world edge.
- Fixed bug where exception HM_UnitRunToPointAnimation/onDispose is thrown when hurling a squirrel at a barrel and then immediately exiting the dungeon. (Thanks El Baek)
- Fixed bug where game would throw an exception at HM_HUDViewMap.disposeCardViews after recovering from a previous bug.
- Fixed bug where the ERROR EVENT: [IOErrorEvent] bug that fire when game could not connect to our game server (either due to intermittent internet connection or intermittent connection issues with our server itself).
- Fix for bug where exception Error #2101 is thrown when game cannot connect with server.
- Fix for bug where your own Summoner would drop the lore hidden in a room (Thanks noahbarker)
- Fix for bug where rewards dropped from destroying goblin party presents could land in the water and be unaccessible.
- Fixed bug where the Void Necromancer description did not include the Farshot ability keyword.
- Fixed bug with Chinese translation in the tortoise menu 新游戏,左边,文字错误,3“个”BOSS不是3“格”BOSS (Thanks yzj369)
- Fixed bug with the Traditional Chinese translation for Spirit Recall card (Thanks Kantsume)
We still need additional player info to help us resolve a bug where the game throws an exception when trying to battle after creating a custom deck in Battle mode. Please respond on this thread if you have encountered this particular issue.
[h2]SplatterCat Plays Summoners Fate[/h2]
I was caught by total surprise this morning on the game to find an overwhelming 400+ players viewing our live stream today on the store page. Then I discovered why: SplatterCat, a Streamer/Youtuber famous for covering indie games, released a video on Summoners Fate today which I am proud to share with you:
https://www.youtube.com/watch?v=m0JyMMx6Knk&t=1764s
I think the game is really well constructed. And I think it’s a really, really good game. I think that if you are into card games, this is a very, very clean reproduction of Magic the Gathering with a little bit of tactical RPG and a little bit of roguelike randomness thrown in. And honestly, I think that’s kind of a winning proposition. Thus far, I have not seen, or felt or noticed anything that made me think this game needs improvement. By all means, continue to add to it developers. But it seems as those the game is in very, very good shape. - SplatterCat
I'm so grateful to receive such praise, thank you SplatterCat! And welcome all the new players who saw his video and have joined us here in the Multiverse.
[h2]Enjoying Summoners Fate? Please let us know with your Steam review[/h2]
Your feedback and support is so important and helps to build our community and grow the game. If you have any concerns about the game, please let me know and give me a chance to address them. If you're enjoying the game, please consider recommending us on Steam. Our next milestone is 100 reviews - let's see if we can hit that by the end of our first month.
Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)
Thanks so much!
~Ross