1. Abalon
  2. News

Abalon News

Update #8 - Bugs and Balance Fixes

Version 0.75.1 Release Notes


Hi everyone -

I want to thank you for the 103 steam reviews we've received so far and the 90% Very Positive Rating! This is a wonderful accomplishment. I'm so grateful that you are enjoying Summoners Fate and I really appreciate the feedback and continuous growth I've seen to our community as a result. Truly - thank you!

Today, I bring you update #8 on 8/8 with Bugs and Balance fixes (don't you just love alliterations?). In addition to the improvements here, I've also been working to address our overall adventure difficulty curve and bolster up the content. I aiming to deliver these major balance changes next week with a large content update including new bosses for each biome as well as new elite and minion encounters.

New cards added in this update

[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 Card: Bigbeard's Helmet - This card is the first of our "boss specific" artifact cards suggested by players in one of our Discord discussions. This artifact is also an equipment (so it has a permanent aesthetic effect as well) and allows you to mind control marauders injured by your attack.
  • New Card: Katana - Two handed weapon that grants +2 power and Pierce.
  • New Card: Ironclad Sword - Single hand weapon that grants +1 power and Pierce.
  • Improvement: Vastly improved our Parallel Animation system. This is the feature that allows enemies to animate movement and attacks of their units simultaneously to speed up gameplay flow. The system is designed such that any triggered effects will automatically switch the system seamlessly to serial animations so players can still follow the event sequence. Previously, any kind of applied VFX (for example, snakes inflicting poison) would unnecessarily interrupt the parallel flow. The improvement fixes this so that the parallel flow is not interrupted unless it initiates a new unit action (for example, a unit who casts or sets off a new event flow in response to a trigger).
  • Improvement: Discarding a card to trigger its "Discard" ability can now be undone. Previously, it shared the same behavior as a surprise being triggered and could only be replayed, not undone. (Thanks mr.kitty)
  • Improvement: Made lunge attacks easier to execute. When drawing movement path, units with lunge now have extra padding along the edges of tiles to make selection of diagonal targets while moving easier. Selected movement path is now tinted green so it’s clear whether or not the space will be moved to regardless of the directional arrow length.
  • Balance: In addition to having unlimited counter attacks, Vigil units now combo attack at full power rather than half power like other units.
  • Balance: Reduced the cost of the spell Vigilant from 2 to 1
  • Balance: Reduced the cost of Tactician from 2 to 1
  • Balance: Added Pierce ability to Dreamstealer (Thanks Frosty the Pyro)
  • Fixed bug where lore inside barrels/crates would fail to drop after defeating Cho'Tuk the Wanderer in bear form until after entering another battle. (Thanks oneofmany and Marvin)
  • Fixed bug where lore would fail to drop if a bandit blockade encounter is swapped with a battle encounter containing lore (Thanks mr.kitty)
  • Fixed bug where player would Error #1009 at view.ui::HM_CardView/updateUnitScale() when customizing their starting deck with specific cards in specific slots (ex: placing Disintegrate in the 3rd slot containing Fire Elemental would always trigger this bug). (Thanks mr.kitty)
  • Fixed bug where walking into a battle after being transformed into a beetle by the Beetle Juice encounter would cause the game to freeze. (Thanks mrwaffles31) Additionally, when transformed into a beetle by the Beetle Juice encounter, the effect now lasts until the end of battle (or until resting at camp) instead of start of your turn (which removed the effect before it had any chance to challenge the player).
  • Fixed bug where casting Arcane Insight with Zenon when remaining cards in deck are below 3 would throw a backworker error. (Thanks Tabos, Nightler)
  • Fixed bug where spells with "closest targets" such as Lightning Storm could choose different targets than those indicated by the highlight based on which direction you chose to face the Summoner during the cast. The "closest target" sort type will no longer factor the Summoners facing (Thanks mr.kitty)
  • Fixed bug where satchel cards chosen as starting cards could be placed in your deck at campsites (Thanks This is Fine).
  • Fixed bug where retreating from the Golden Dragon while it was standing on a stone statue tile would result in its rewards being dropped and available on the map upon returning. (Thanks Verox)
  • Fixed bug where picking up a satchel card during battle would throw RangeError: DataProvider index (-1) is not in acceptable range (0 - 1) and then prevent mouse interaction until restarting the game. (Thanks [rQ]Tabris10, KhardMaster, Gottes Sohn)
  • Fixed bug where walking onto a map containing units in fixed positions (ex: Tutorial level 2) by clicking on a space where one of these units is standing would result in the group of units being reposition in a manner that might make the map impossible to win.(Thanks Rianith)
  • Fixed bug where retreating from maps with noReposition (ex: tutorial levels dependent on a specific solution and map positioning) could have the setup changed if player retreats from the map after units have moved. We now force putting everything back to the original state. (Thanks Rianith)
  • Fixed bug where hero could become stuck on top of shopkeeper if player clicked the space in the mist where shopkeeper spawns.


[h2]Coming Next Week[/h2]
Since I've extended our major balance update until next week, I'd still love to get your input in the following topics:
  1. Balancing Minion, Elite and Boss Encounters
  2. OP and UP cards

Once the balance update is complete, I plan to shift gears to address remaining QoL issues (such as keyboard mapping and gamepad support) before the end of the month so I can put all focus towards new content going into September (per our roadmap goals).

Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)

Thanks so much!

~Ross

Update #7 - Developer-to-Player Communications, Melee Balance and Fixes

Version 0.74.1 Release Notes


Hi everyone -

Hailing frequencies open! Our latest update allows me to respond to your feedback directly in-game and inform you when I've added new content. Plus more balance and bug fixes!

[h2]Developer-to-Player Messages[/h2]
While I've been making changes in request to player feedback every Monday for the past 7 weeks, I've noted that many players aren't aware of the changes. Our latest feature aims to address this by notifying you of new content in-game. When you load up the game, you'll now see a bouncing lore scroll at the title screen whenever you have a new pending message from us. If your game loads directly into an adventure, the message will open automatically. This will provide a direct link to the release notes so you can review the changes.

This new feature also allows me to send personal direct messages to players in response to feedback you've shared in-game. I've intentionally kept this feature simple (there's no inbox to manage, we're not an email client) - rather, your newest unread message will always display on top. You can reply to my message in game using the "Pencil" icon which will open the pre-existing "Share Feedback" tool that can also be accessed anytime in game via Settings (Esc) -> Share Feedback.

Reminder: The best way to report bugs is to use the Share Feedback tool in game, as this captures the game state so I can quickly reproduce your issue and solve it faster.

[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: Developer-to-player communications
  • Improvement: The game server will now detect when newer versions of the game client are available and notify the player if Steam hasn’t automatically updated the game to ensure players always have access to the latest version and bug fixes.
  • New Card Design: Our Kill Bill inspired spell, Three Point Palm, has been redesigned to be much more effective and more fun. Originally, it caused a unit to die after a unit took three steps, but in practice, the AI would simply not move to avoid death. Now, it’s a really cool finisher move that deals 3 damage with Knockback (3) and inflicts Downfall: Deal 3 damage in 3x3 area. So, effectively, you get to kung-fu chop an enemy flying across the map ending in a fiery explosion if you time it right :)
  • Balance: Albirich, Fighter Mage has been given Armor (2) and Block abilities to increase his melee prowess. To compensate, his max Life has been reduced from 25 to 20. (Thanks Sinister Design)
  • Balance: Sibylla, Conjurer has been given the Lunge ability.
  • Balance: Added the "Skeleton" type to Liche King. This means he’ll now be affected by buffs from Skeleton Captains, so watch out!
  • Balance: Antarus, Battle Mage, can now use his knockback even more effectively thanks to Thomas Hirsch’s feedback. When placing an explosive spell, like a fireball or meteor, the knock back will now push from the center of the blast (rather than from the cast location) so you can blast enemies back towards the Battle Mage to score combos. Units in the center of the blast will be knocked away from the cast location, as with other damage spells.
  • Fixed bug where the "M" key was no longer able to close the map (Thanks molji, none, mr.kitty)
  • Fixed bug You can sometimes catch enemies/bandits hanging around the edge of the shadowy area. And kill them. (Thanks mr.kitty and noahbarker)
  • Fixed bug where Orc Battlehorn was not adhering to its rules of +2/+2 on orcs and goblins and +1/+1 on other units (Thanks Marvin and mr.kitty)
  • Fixed bug where Poison Cloud was not dealing the initial 2 damage to indicated on the card. (Thanks mr.kitty)
  • Fixed bug where casting Savage Transformation while already transformed into a Bear would result in losing your Summoner’s casting abilities. (Thanks mr.kitty)
  • Fixed bug with Spirit Recall where a guardian defeated at the end of battle by an enemy counter attack did not revive as indicated on the card. (Thanks noahbarker and nakama7777)
  • Fixed bug where Spore Pods created with Death Blossoms spell remained on the board after battle and potentially blocked movement because they couldn’t be destroyed. They now despawn after battle and are destructible in explore mode like exploding barrels. (Thanks Cendre fer, Lyra'Louk, and Sinister Design)
  • Fixed bug where Stone Ankh wouldn’t trigger correctly when used on a Summoner (Thanks Marvin, nakama7777)
  • Fixed bug where Red Starling was double buffing units when used in conjunction with Pied Pipe (Thanks MaKo and Nat20s)
  • Fixed bug where dungeon could potentially generate too few keys to open all the chests. The cause of this bug was that the enemy minion party carry the key was being truncated when the player retreated and approached from a different entrance to a corridor (as this changed the location and size of the valid spawn points). The fix corrects the spawn points so that enemies (including the one carrying the key) are no longer truncated.
  • Fixed bug where the game might not gracefully recover from a bugged battle being unable to load after restarting the game and could potentially delete the player’s adventure save data
  • Fixed bug where game would not respect the Steam language setting as the default starting language for the game on startup if the player had changed their language setting in game.
  • Fixed bug where HM_GridModel/getGamePiece() threw exception during the call to repositionUnits() because the game grid was not yet available. The actual cause of this issue was that the arena was able to be populated in older version of the game after being defeated and returning to the arena, then retreating and being captured again.
  • Fixed bug where attempting to recover from a bugged battle resulted in the invalidActionPrompt being unable to formatText due to activePlayer being null.
  • Fixed bug where retreating from Bandit encounter and then returning would not reposition the bandits relative to the player’s new starting location.
  • Fixed bug where viewing an Elite's card after its been defeated shows the character without its equipment skin. (Thanks Wesley)
  • Fixed bug where stacked Antoine's Tomes on Arch Mage would not recover more than 3 cards (Thanks mr.kitty and nightler)
  • Fixed bug where replying "Got it" to the retreat tutorial prompt would make it so that a dice roll is required to retreat even though the initial retreat should be free (Thanks Wesley)
  • Fixed bug where moving to a valid diagonal space with keyboard would fail when the space ahead of it would be blocked for diagonal movement.
  • Fixed bug that would throw exception TypeError: Error #1009 at controller.controls::ExploreControls/setDestination2() when moving with the keyboard after destroying an object. Thanks fuyu.lee, Cherry, sgtjojoe, Science Stud and Sire Aymeri


[h2]Coming Next Week[/h2]
For next week's update, I'll be focusing on balance changes in response to your feedback and the Steam data we've shared here.

If you have any thoughts on game balance (card changes, encounter difficulty, elites vs. bosses, etc.) please join us in the following discussions:
  1. Balancing Minion, Elite and Boss Encounters
  2. OP and UP cards

I'd like to get changes implemented this week so I can shift gears and address more QoL issues (such as keyboard mapping and gamepad support) before the end of the month so I can put all focus towards new content going into September (per our roadmap goals).

[h2]Help us Grow Summoners Fate with your Steam Review[/h2]
Thank you to everyone who posted a Steam review last week! We're now just 2 reviews away from our goal of 100.

Reviews are very important for Early Access - they help us reach more players, grow our community and improve the game, so I very much appreciate your support in writing a Steam review for us :)

Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)

Thanks so much!

~Ross

Update #6 - New Retreat Mechanics, Card Balancing and other player requests

Version 0.73.1 Release Notes


Hi everyone -

In this week's update we've turned retreat scum into fun-m! Ok, that doesn’t rhyme, but once again we listened to player feedback and made plenty of exciting changes this update :)

My favorite in-game feedback this week comes from Abandon who writes:
"Hello. I don't have any bug to report I'm sorry. :( Just wanted to say HI!!! do u "GOD" dudes even exist? =S"

Yes, Abandon, the legends are true. We're listening to all of our player feedback and I'm doing my best each week to answer and make your game experience even better.

[h2]New Retreat Mechanics[/h2]
This week's community discussion on Retreat Scumming and its Solutions started by NinjaX inspired several changes to our retreat system including a new mulligan mechanic that adds some extra excitement to a failed retreat. Full details on our post here.


[h2]New Cards and Scribe Mechanic[/h2]
In response to more player feedback regarding card recovery and larger hand sizes (deck control mechanics in general) I've added the following new cards:


Additionally, Zenon, Arch Mage, now has Scribe (3). The Scribe ability allows you to recover (X) cards from your discard pile back to your deck after winning a battle. His power can be stacked with these artifacts to further increase card recovery and draw options allowing for far greater deck control.

This is why I love card-based mechanics. We can often address feedback by using cards to bend or break the rules and open up all kinds of new gameplay options.

[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 Retreat Mechanics We've eliminated all the retreat scum issues and made failed retreats more exciting with a new mulligan mechanic. Full details here.
  • New Card: Antoine's Tome - An artifact that allows you to recover cards after each battle.
  • New Card: Pendant of the Ryu Sage - An artifact that increases your max hand size.
  • Balance: Antarus, Battle Mage now has Lunge instead of Knockback (1) to address player feedback that Lunge is more on theme with his spear weapon than Knockback.
  • Balance: Zenon, Arch Mage now has Scribe (3) ability that lets him recover 3 cards after winning a battle. Now you can enjoy more "pew pew" action with this character ;)
  • Balance: Banshee - Reduced stats by -1/-0 so its now a 4/7
  • Balance: Dreamstealer - Increased stats by +1/+2 so it’s now a 3/8
  • Balance: Mummy Queen - Increased stats by +0/+3 so she’s now a 3/15
  • Balance: Gate of Fate - Reduced cost from 2 to 1
  • Fixed bug where game would show only a black screen upon launch for some players using a combination of Windows 10, DirectX11 and AMD GPU's
  • Fixed bug with recovering cards from discard to deck where the cards recovered could exceed the max deck size.
  • Fixed bug with controls where player could move diagonally between objects illegally by using the keyboard. This resulted in several possible bugs, including the truncation of the player's party if they moved to an area that would not allow members to follow and getting stuck after retreating if their last tile was between objects that could only be reached diagonally and not via the mouse controls.
  • Fixed bug where players could not open suspicious tombs within dungeons (fix will apply to new adventures only, not existing adventures where bug has already occurred)
  • Fixed bug where the Sandpit arena ambush could trigger multiple times during the same adventure if the player exits and returns to the game while battling in the arena. (Thanks Fieri The Merry, oneofmany, rjdoute)
  • Fixed bug where enemies would not spawn in the Sandpit Arena if player is blessed by Guardian Angel (Thanks rjdoute)
  • Fixed bug where the Sandpit arena would continuously spawn enemies if player entered it without first being captured. (Thanks noahbarker)
  • Fixed bug where the game is stuck in tactical mode after completing a battle (most notably after finishing the Sandpit arena sequence). (Thanks Bayton, mr.kitty)
  • Fixed bug where retreating during a heatwave would softlock the game if the heatwave triggers during the retreat movement. (Thanks bjornboman, noahbarker, Vazner and mr.kitty)
  • Fixed bug where it was possible to move while the map was open, bump into an object that triggers a prompt, then get an error when attempting to fast travel.
  • Fixed bug where exception is thrown at buyCard method as a result of being able to have the map and shop open at the same time.
  • Fixed typo in Prismatic Realm when interacting with Cosmic Tortoise: 'It's purpose achieved...' should be 'Its purpose achieved...' It's always means it is. (Thanks Arduin)


[h2]Coming Next Week[/h2]
For next week's update, I'll be focusing on:
  • Investigating how I can provide in-game communication back to players (i.e. respond to in-game bug reports in game and provide announcements on game changes within game for players that miss our Steam update posts)
  • Fixing card-specific issues players have reported (ex: Orc Battle Horn, Pied Pipe)
  • Balancing elite encounters across the various chapters


[h2]Help us Grow Summoners Fate with your Steam Review[/h2]
Thank you to everyone who posted a Steam review last week! We had +12 positive reviews bringing us up to 93 total, with 89% Very Positive rating. Just 7 away from our goal of 100.

Reviews are very important for Early Access - they help us reach more players, grow our community and improve the game, so I very much appreciate your support in writing a Steam review for us :)

Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)

Thanks so much!

~Ross

Update #5 - Improved Character Unlocks and New Card Recovery Options

Version 0.72.1 Release Notes


Hi everyone -

In case it hasn't been blatantly obvious by now, I care a lot about player feedback :)

I can't speak for the early access experience of other games on Steam, but here with Summoners Fate, I sincerely want to "shock" players with how responsive I can be to your suggestions on how to improve this game. I'm committed to this because I believe our players have a really astute understanding of what works/doesn't work. You have really great ideas and your ideas have already had a dramatic impact on improving our game experience.

[h2]Improved Character Unlocks[/h2]
This weeks update focused on "Character Unlocks", a topic we opened up for discussion and received a lot of feedback on. Many great ideas were suggested and I took your feedback to heart to make the following changes:



Full write-up, explanation and details on these changes here: https://steamcommunity.com/app/1681840/discussions/0/3417685271704370191/
But TLDR is that these changes should enable most players to unlock all the characters in rapid succession by trying out each character for a run (completion of run not required) or a playing a few battles.

[h2]New Cards[/h2]
I'm also reading and considering everyone's in-game feedback as well as our other ongoing Steam discussions. I created the following new cards to address one of the other areas of concern (the ability to recover discarded cards without relying on campsites):



[h2]Here’s the full list of changes for this update:[/h2]
[h3]*This update is also applied to our free demo version.[/h3]
  • Improved Character Unlocks Character unlock requirements have been made easier and reassigned to enable you to acquire each new character with a quick try-out run of the previous character unlocked.
  • New Card: Rejuvenate - Nature spell that allows you to Draw your last 3 discarded cards
  • New Card: Rejuvenation Vial - Satchel card that allows you to recover 5 discarded cards.
  • New Card: Rejuvenation Potion - Satchel card that allows you to recover all discarded decks (full deck restoration)
  • New Card: Bag of Marshmallows - Satchel card that Provides 5 marshmallows (basically an extra campsite) that you can take at the beginning of successive runs to have an edge.
  • Balance Change: Antarus, Battle Mage now has Knockback (1) to address player feedback that he was previously difficult to play as a straight melee character.
  • Text Change: Changed Orc Shaman card text from "closest ally" to "closest visible ally" is healed which is how the ability actually works. (Thanks mr.kitty)
  • Loot Finder Improvement: Received another report of "Missing Boss Key". This time it turns out the boss key did drop, but was left behind in a pile of debris. So I decided to add the Boss Key to the loot finder. Keep in mind that on early levels, when the player protection mechanism is in place, the boss key may get moved if the game swaps out the elite encounter holding it for an easier fight while your character is still gaining levels. Thanks 彷徨 for the report.
  • Fixed bug where unit card descriptions for bosses and elites were showing variable names (Ex: [Object def_statusEffect] or [Object def_equipment]) (Thanks Thomas Hirsch, RyuSage, Gryllz, Nat20s, and MaKo)
  • Fixed bug where some players would get a RangeError: Invalid child index when attempting to start a battle with a custom deck.
  • Fixed bug where AI turn timer was not formatting minutes and seconds correctly.
  • Fixed bug where status effect icon could remain persistent on all future status effects.
  • Fixed bug where repeatedly spamming the "M" key on map would cause it to scale larger or shrink indefinitely.
  • Fixed bug with Window Resizing: When manually resizing the window by dragging with the mouse, it now saves the custom dimensions. Previously, the window size would revert to the stored window dimensions each time the player opened and closed the settings menu or restarted the game. Also made it so that while changing the width of a window it will now draw the new grid area visible.
  • Fixed bug with positioning of retreat and stat toggle buttons for ultra-wide desktop windows so they now rest correctly on the lower hud bar.
  • Fixed bug where resource numbers in the upper HUD and unit stat numbers were not displaying when running the game in windowed mode at certain window sizes. (Thanks andouLog and dryheat)
  • Fixed bug where Error 3013 bug in RasterJobList.writeInfo would appear when resizing the game window. This fix should also resolve the rasterizer "hangs" bug we saw reports for. (Thanks strongsad42 for the many reports on this issue)
  • Fixed bug where a skeleton key attached to an enemy on a map that has been explored and retreated from would no longer show on the world map.


[h2]Coming Next Week[/h2]
For next week's update, I'll be focusing more on user-reported issues including the following popular issues:
  • Bugs with the Arena event (such as being forced to fight multiple times in arena after beating, not being able to escape arena, etc.)
  • Suspicious tomb event (not being able to open the tomb)
  • Player feedback on retreat/save scum issues


[h2]Help us Grow Summoners Fate with your Steam Review[/h2]
I had aimed to hit 100 reviews by our 4th week after launch and we came pretty close at 81 reviews (still Very Positive at 86%).

If you haven't had a chance yet, please consider writing us a Steam review. Reviews are very important for helping us reach more players on Steam, which in turn helps us gather more feedback on the game and make more improvements for you. It's a win-win so please help us out :)

Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)

Thanks so much!

~Ross

Update #4 - EA Roadmap and Combo System Update

Version 0.71.1 Release Notes


Hi everyone -

Summoners Fate launched in Steam Early Access three weeks ago. Since its launch over 6,000 players have entered the multiverse, hurling over 1 million squirrels between them! To celebrate, we're sharing our future plans for the game, which will see new Summoners to play, more diverse biomes to explore, and multiple PvP multiplayer modes, including a ranked system.

[h2]Early Access Roadmap[/h2]


Our short term goals are to continue responding to player feedback we've been receiving by fixing bugs, adding QoL features (such as the Ambushes and Loot Finder added in previous updates), and improving gameplay mechanics (such as the Combo System we're updating today and the Unlock system that we'll be addressing next week).

Then it's on to adding content...lots and lots of new content! We have a major update planned for each quarter including a new world biome, bosses, and cards suited to theme intermixed with player suggested ideas as well. The roadmap also highlights a variety of other key updates, including PvE leaderboards and a complete overhaul to the game’s AI. Both of these are in direct response to the community feedback.

Finally, as our community grows we'll begin rolling out multiplayer modes which will include several ways to play including traditional real-time 1v1 PvP, asynchronous multiplayer battles (words-with-friends style), and even a 2v2 cooperative battle mode where you and a friend can join up to face enemy AI together.

[h2]Update #4 v0.71.1 - Combo System[/h2]
Today's build update aims to improve our Combo System by directly applying player recommended feedback we received.

The new system allows for unlimited combos from each of your allies (who will now deal half their power damage, rounded up). Combo attacks will no longer use up your unit's action, but units who have already attacked during your turn cannot combo attack.



We're still working on improving on the combo system, and you can share your feedback and additional ideas on our dedicated discussion board here.

[h2]New Cards[/h2]

Have fun "breaking the game" with these wild new satchel cards inspired by our players' suggestions in the New Cards and Characters discussion board.

[h2]Here’s the full list of changes for this update:[/h2]
[h3]*This update is also applied to our free demo version.[/h3]
  • Feature Change: Combo System The combo system triggers a bonus attack that cannot be countered when an enemy is knocked adjacent to your ally. Previously, this system used up the unit’s command for the turn. Based on player feedback, we’ve change this rule so that combos no longer use up your unit’s command. Instead, you can combo unlimited times per turn with the following balance changes: Combo attacks deal half power damage (rounded up). Units cannot combo after attacking.
  • New Card: Pied Pipe - Artifact (permanent ability) that makes all of your small animals become Loyal.
  • New Card: Collar of Devotion - Satchel card that makes the next animal you summon become Loyal until resting at camp.
  • AI: Increased the AI turn time limit from 60 seconds to two minutes as a temporary solution to allow players experiencing delayed slower AI processing to have enough time for AI to complete their turn before throwing a bug prompt.
  • AI: Added a mechanism to track whether or not the AI boardstate is synced with the player. I suspect some of the sync errors I'm seeing in the reports are caused by the board state being off, even though the cmdLog is synchronized. I’m hoping this will provide some more insight into what is happening so I can resolve the few remaining AI sync bugs still lingering.
  • AI: Fixed bug #2204 where the AI locks up due to a null ability user on an action being simulated. I'm not sure how this occurred (and I also noticed that if I undo the AI turn and end turn again, the behavior is different). Somehow the player got out of sync, though this change did allow the battle to continue.
  • Fixed another bug where the boss key/skeleton key wouldn’t drop. Thanks to fuyu.lee and RISC_MGMT we were able to discover that this occurred because the key bearing unit was defeated in a narrow corridor where there wasn’t enough room to place all of the drops. To solve this issue, I've made it so that if there isn't enough room for each drop to land on an unoccupied tile, the drops will now stack on top of each other using this new target sort. Additionally, I’ve adjusted our procedural algorithm so that Elite fights will no longer spawn in corridors.
  • Fixed bug where lore couldn't be retrieved because it was in Mercenary Den by making it so that lore cannot be hidden on maps containing shop encounters. (Thanks Fieri The Merry)
  • Fixed bug where excess lores were appearing on the world map. The reason this occurred is because the bookcases had the capability to drop lore in addition to the lore hidden throughout the world. This was originally done to increase the likelihood of finding all lore, but now that we have the loot tracker, players were interpreting it as a bug. Bookcases will no longer drop lore (unless lore is hidden on that map) and have increased chance of dropping cards now instead. (Thanks RyuSage and mr.kitty)
  • Fixed bug where fully looted rooms were still showing "ghost" icons of keys no longer there.
  • Fixed bug where Sibylla was buffing enemy units spawned at the beginning of encounters (Thanks Sinister Design and Tor)
  • Added support to maintain persistency of status effects tagged with the "Keep" attribute (such as birthday hats) so that when the unit is defeated and revived with a raise dead spell, it still has its party hat. This is important for artifact cards that confer permanent abilities. It also fixes bug where player would not get credit for the "Birthday Wish" achievement if the Birthday Boy is killed and resurrected using a Stone Ankh or Spirit Recall.
  • Fixed bug where Taurus and other Elite minions were not displaying the correct amplitude values for their abilities (Thanks Marvin for catching this, and sorry for the frustration it caused). This bug was accidentally caused by a change in last week's update when I fixed the ability grouping so that the Void Necromancers ability would be correctly identified as "Farshot".
  • Fixed bug where the "Catch of the Day" encounter was not spawning Marauders correctly around the captured hero when discovering this event in dungeon rooms containing treasure chests
  • Fixed "Finding the Perfect Tree" encounter so it now always spawns the Treant with 4 goblins surrounding it
  • Fixed bug where Drax steals Frozen Blades and causes exception because there is no weapon to throw (Thanks Rioter32
  • Fixed bug where Sunder Armor could be used to remove permanently affixed equipment (like the gear on Griegal, Goblin Warlock).


[h2]Outstanding Issues[/h2]
We're aware of an actively working on fixes for the following issues:
  • Lag (slow frame rate) is affecting a small percentage of players. Please continue to report this in-game when you experience the issue so we can narrow down potential causes and find solution faster.
  • Slow AI Turn Time - For a small percentage of players, AI is taking a very long time to process its turn. We're not sure yet what's causing this, but we've temporarily increased the AI turn limit from 60 to 120 seconds.
  • Game throws error when attempting to battle with custom deck in Battle Mode. We still need additional player info to help us resolve this. Please respond on this thread if you have encountered this particular issue.
  • RasterJobList/writeInfo and VertexData/createVertexBuffer errors - Please consider adding notes (what was happening when bug triggered) so that we can attempt reproduce these issues.


[h2]Help us Grow Summoners Fate with your Steam Review[/h2]
I'm proud to share that in our first three weeks since launched, we've achieved 75 reviews with an 86% "Very Positive" rating. Thank you so much to everyone who has contributed a review.

Reviews factor in the Steam algorithms that help us reach more players and grow our community. If you haven't done so yet, please consider recommending Summoners Fate on Steam. We're very close to our next goal of reaching 100 reviews by the end of our first month, and I very much need your help to keep this momentum going :)

Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)

Thanks so much!

~Ross