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Update #20 1.0.7 Patch

Patch Notes


Thanks again to my wonderful players for continuing to share your feedback. Here’s the list of fixes for this week, plus some new balance changes.

Bug Fixes
  1. Fixed bug where Gnome Scholar required at least 1 card in the discard pile before it’s Warcry ability would activate (a relic of it’s old ability that drew from the discard pile instead of deck). (Thanks mr.kitty)
  2. Fixed bug where a particular road in the forest map could trap player amongst a circle of trees due to the way procedural spawn was handled (Thanks tt.kilew)
  3. Fixed bug where units frozen by blizzard would be stuck frozen after the battle. It seems this occurred when using Withereds, and what was happening is that the withereds mindless attack step initiated between the blizzard prompt and the dice roll to determine if allies are frozen. If the withered attack resulted in winning the game, the blizzard prompt still appeared, so the battle end step to clear the freeze had already occurred, and that’s why units were frozen. I’ve made two fixes here: First, frozen effect will automatically remove whenever explore mode starts - so any existing games where players were stuck will be fixed. Second, I made it so that the blizzard prompt now triggers AFTER the mindless step, so that players will now see Withereds attack, then get the prompt. If the Withereds win the battle, the blizzard prompt will no longer trigger (Thanks NFTPW, xyisonfire)
  4. Fixed bug where units frozen by blizzard would be stuck frozen after battle if player wins the battle at the start of their turn before taking actions. This could happen, if say, you had cast “Dark Temptation” on the last enemy unit and gained control of it on your turn start, winning the battle. Afterwards, the blizzard prompt would freeze you. Fixed with solution above (Thanks nhollister)
  5. Added desktop scale factor to bug reports so I can start to fix issues with high resolution/high DPI displays (like the Apple XDR 6K monitors).
    Note:If you have an Apple XDR or 6K+ monitor and would like to help me get this issue fixed, please ping me on Discord (rossd20studios) as I would love to get your help testing/debugging for this device as it’s difficult to pinpoint the exact error causing the start up crash.
  6. Added custom FPS settings to bug reports so I can identify and fix issues related to framerate.
  7. Fixed bug that would trigger a bug whenever a fireball animation occurred (typically, an explosion of a barrel or exploding unit) when running at 30FPS. (Thanks Not Alive, HamsterMilk, TW BG BEAR)
  8. Fixed bug with improper formatting for the turn timer where, if timer had a minute plus less than 10 seconds left, the seconds did not show leading zero.
  9. Fixed bug where the rate of the turn timer count down accelerated when stage frame rate was set to 30FPS.
  10. Fixed bug by preventing the undo command while AI is processing its turn. Otherwise, player can see situation where it says "skip" but appears the AI is frozen. This is because backworker is still processing the previous turn before receiving the undo command. Wait long enough, and eventually we'd see the timer resume.
  11. Fixed bug with snow and sand particles animating strangely in 120hz and higher refresh rates
  12. Fixed bug where we get exception at getPlayerMapEdgePoint because the Demon Lord is defeated after the battle by the player's summoned demons returning to the discard pile and reducing its life. This change makes it so that a filled heart container is not lost when the battle is over (only an empty container). The demon lord will still lose life (filled container) when a demon is defeated during battle. Also fixed bug where the demon lord's health would show 0 life left when it's last demon is defeated at 1 life but the demon lord did not play its defeat animation. (Thanks Gryllz, grumpyb3ar, n123456789088app123, FierceFupa, and Kuza)
  13. Increased the brightness of the Demon Dance encounter by changing lightmapRadial alpha from 1 to .6 (Thanks DaneSilverHawk)
  14. Fixed bug where player couldn’t reach top right map in ice biome because the road in procedurally generated map didn’t properly remove a corner of the ice maze treasure room. (Thanks kikivikikiwi and Semaniel)
  15. Fixed bug where paying the bandit’s toll in Bandit Blockade did not deduct the gold from player inventory (Thanks Semaniel)
  16. Fixed bug where Thanks for Playing prompt in Epilogue was missing Continue button in Spanish translation (Thanks Semaniel)
  17. Updated Spanish localization (Thanks Semaniel)
  18. Fixed bug where giant, oversized cards were appearing whenever Zenon Arch Mage (or elite characters based on his class) would cast a spell.
  19. Fixed bug where the Butcher boss was not respecting the “Infect” rule of transmogrifying injured enemies only on its attack and not its counter attack. (Thanks Yuk)
Balance Changes:
  1. Balance: Per player request, improved the Dark Elf summoner (Darakai, Tormentor) abilities by changing him from "Support: Give Dark Elf Stealth until start of their turn" to "Support: Stealth until start of their turn. Remove debuffs if Dark Elf." This makes him much more versatile while still maintaining his faction theme. Also made it so that Darakai can now attack barrels and crates with his farshot attack (though he will not heal life from doing so). (Thanks Psilioxus)
  2. Balance: Changed Zenon, Arch Mage’s Arcane draw ability from “When you play a card for 2 or more mana, draw a card. It costs (1) less until end of turn.” to “Up to 2 times per turn, when you play or Discard a card, draw a card.” Additionally, Zenon gains Lunge attack.
  3. Balance: Reduced the Warcry +2/+2 of Satyr Warrior to +1/+1. Increased Life from 3 to 4.
  4. Balance: Reduced the Warcry +2/+2 of Satry Javelineer to +1/+1. Increased Life from 1 to 2.
  5. Balance: Reduced the Warcry +2/+2 of Satyr Archer to +1/+1.
  6. Balance: Removed Warcry +1/+0 on Orc Warrior.
  7. Balance: Reduced power of Skeleton Reaver from 2 to 1.
  8. Balance: Reduced Dante, Demon Lord’s power from 3 to 2.
Enjoying these updates?

Please write a Steam review and let me know :) Not only do I enjoy hearing your feedback, this also helps grow our game’s community and supports my continuous development on the game.

~Ross



Trading Cards and Community Items Now Live!



Welcome to Abalon!


Hello everyone and welcome players new to our community! We're four weeks into our 1.0 launch and I'm so grateful for all the positive feedback and suggestions I've received from you.

Steam Trading Cards and Community Items


To celebrate, I've just rolled out a full collection of Steam community items that you can earn and unlock by playing Abalon. These include Steam trading cards, badges, emotes, and epic Steam profile backgrounds (like the shot of the druid hurling a squirrel that you see above).

Already been playing a lot? You're in luck: Steam retroactively rewards you for your past play time, so you should see a nice collection of unlocks in your Steam inventory already :)

Backgrounds and emotes can also be purchased with Steam points in our new points shop: https://store.steampowered.com/points/shop/app/1681840/

Patches and Updates


In the past four weeks, I've rolled out 6 patches to the 1.0 version, fixing various bugs and adding a few new requested features (like support for 144HZ displays) which you can view in our update history.

Over the next week or two, I'll be continuing to fix remaining bugs as well as implement your suggested QoL improvements. Soon after that, I'll be releasing our next major content update that will introduce Challenge Modifiers to further customize your difficulty (and increase your run score), a treasure trove of new artifacts to upgrade your characters, and thematic shops where you can acquire said artifacts.

Community Driven Development


For those new here, I am a community driven developer committed to delivering the best turn-based tactics+card game experience that I can for you. I personally read all our forum posts, in-game feedback, Discord messages and Steam reviews - and I do my best to get everyone a response so you know your feedback has been heard and considered.

[h2]Here's how you can communicate with me:[/h2]
  1. Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
  2. In-Game: At anytime during the game, you can access Menu (esc) -> Share Feedback. This is the preferred way to report bugs (since it captures a game state so that I can quickly repro and fix your issues). But, you can also use this to suggest new ideas or help train our AI by suggesting a better move it could have made. All in-game feedback goes directly to my "to-do" list and I can even respond to you directly in-game via courier tortoise ;)
  3. Discord: https://discord.gg/d20studios (My personal username is rossd20studios) This is the best method for real-time support (and if it's urgent, be sure to ping me direct with @rossd20studios).
  4. Steam Reviews: If you haven't yet written us a Steam review, I would greatly appreciate it! Not only do I absolutely love reading about how you're enjoying the game - each review also helps increase our community engagement and visibility on Steam.

Thanks for reading!

~Ross

Update #20 v1.0.6 Patch

Patch Notes


More QoL and gameplay fixes for my wonderful player community! Thanks so much to our players for continuing to share your feedback. I also greatly appreciate your recent Steam reviews - thank you so much for the encouragement and sharing your love of our game and development process with the Steam community :)

Here’s what I have for today’s patch:
  1. Added option to increase FPS beyond 60FPS for smoother animation on 144hz+ monitors
    (Thanks Hepheos and smacky777)
  2. Fixed the broken trigger that was preventing players from unlocking the Birthday Boy Achievement
    (Thanks Mike, Sigvuld, Nightler, elegyfordoom, and Dexious Emera)
    Also, if you were frustrated by this bug would prefer not to have to complete the task again, ping me on Discord (@rossd20studios) and I will be happy to edit your cloud save to award the achievement.
  3. Fixed bug where game threw an exception if attempting to resize/orient on the initial loading screen
    (Thanks addischmidt, Rick O'Shay, Lierth, and Rapanui)
  4. Fixed translations in Settings Menu for Traditional Chinese (Thanks typiglet)
  5. Fixed bug that could occur when acquiring the Griffon from Dinner A-fowl encounter while a griffon was already in your party. Now, if you encounter a griffon (or any other kind of guardian) while an existing one has already been recruited (whether it’s in your party, deck or back at camp) the new guardian discovered will become loyal instead.
    (Thanks Alche, the_itchmon, Sergent Biflard and Thăm Ngàn)
What’s Next?

Still a few bugs left I want to tackle in the next several patches (then onto more QoL requests). Also keep in mind we have a major content in the works that will be adding Challenge Modifiers and many new artifacts to the game.

~Ross

Update #20 v1.0.5 Patch

Patch Notes


Still making my way through the 1.0 issues you've reported - almost there! Once the bugs are all fixed, I'll be moving on to address your feedback and QoL requests. Here's what's fixed in this update:

  1. Fixed bug where improper Korean localization prevented ability to interact with the prompt options for the Frostilicus encounter. (Thanks meonji and jm87663)
  2. Fixed bug where dragging Abalon window to a monitor with a different DPI/scale factor resulted in the window rendering with only a partial view (ex: one quarter of the game screen instead of the whole window).(Thanks SwajjDrajjon)
  3. Fixed bug where rapidly changing the resolution of the game window or switching between window and fullscreen mode could cause the texture scale to desync, resulting in very strange graphical glitches like the tortoise being huge or having its limbs float off its body.
  4. Fixed bug where exception AssetLoader/getAssetListForClip() could occur during rasterization when booting up the game for the first time or resizing window.
  5. Fixed bug where leaving the game running when Windows goes to sleep and then player returns to game could throw an exception.
  6. Fixed the updateHeroMove() bug that could occur when moving and fast traveling at the same time. Should no longer be able to move while the map is open. (Thanks lachstar and GeoFox)
  7. Fixed text in the Wormhole card to make it more clear (Thanks CoolStory, thanks Mike)
  8. Fixed bug where Blood Ritual could be stolen by a Dreamstealer and then cast on a Summoner to defeat them instantly. Blood Ritual can now only be targeted on minions.(Thanks mr.kitty)
  9. Fixed typos in several lore (Thanks DaneSilverHawk)
  10. Demo: Made it so that the demo will now allow players to continue their adventure after you purchase the full game. (Thanks Alche)

Also, I had previously forgotten to mention that the Leaderboard is now fully functional. The service wasn’t running during the initial 1.0 launch, but I resolved this in the 1.0.1 update thanks to reports by elegyfordoom and Reiga. Unfortunately, any battles played in the initial 1.0 version were not captured, but all of your battles/run statistics played since 1.0.1 and beyond are recorded in your personal leaderboard.

Enjoying the game and my responsiveness?


Please write a Steam review for Abalon and let me know ;) Your review goes a long way to help our game's discoverability, and it brightens my day to hear your feedback :)

Update #20 v1.0.4 Patch

Thanks again to our players for your feedback, patience and support. Today's update fixes some more of the bugs you've reported:

  1. Fixed the GameView/initView() bug that could occur after starting a game (ex: battle) returning to title screen and resizing the screen.
  2. Fixed ModalScreenMask/resize() bug that could occur after changing languages while on a choose card/choose summoner screen.
  3. Fixed resize while on card collection screen so that game view now returns to the card collection screen instead of the main view.
  4. Fixed bug where Quark, Auramancer, could cast forcefields on himself. Support units are not allowed to use abilities on themselves.
  5. Fixed bug where Psychic Screamer only targeted visible enemies instead of all enemies.